Mass Firefight For Halo

Firefight was introduced in Halo 3 ODST, and has seen major changes over the years following. This is definitely FAR from good, but I hope it inspires something similar in the future of firefight. Let me know what you might like and what you dislike. Also, sorry about the length of this post.

Something I hope to see is a massive firefight server pitting up to 100 players across multiple squads and objectives. The server starts on Easy difficulty with a massive drop for all current players, merging players from old servers that have just ended. The in-game time is whatever time it is IRL. From then on players drop in their individual squads, without the hundred other goons around them. You can hear the MAC cannon on the Frigate firing overhead once every five minutes. Players can also get the space elevator so they must ferry supplies to and from the surface. After 3 hours all players’ objective change to “survive” and comms start ringing about a Corvette before a few Seraphs fly by the Frigate, launching a few missiles at it as it takes off. One of the seraphs smashes into the Frigate as it whips around the map chasing the Corvette as it attempts to slip space from extremely low inside the city. The Frigate fires its MAC cannon as it enters the rupture opens, throwing all players and enemies on their -Yoink!- and creating a vacuum effect that keeps players on their face. They can crawl to avoid the glass that’s now falling. As the rupture collapses, so does a few of the buildings around the rupture. After debris stops falling, the players get up and resume normal combat. The difficulty is now Normal. Comms request backup before a Halcyon Class Cruiser arrives to send troops down. Escorting civilians out of the city will be removed from possible objectives from this point on. The mac cannon fires once five minutes after the transition, but gets brought offline by an anti-matter charge, allowing seraphs to commence bombing runs on the city. This is countered by a new objective for squads coming into the fight to use fighters to wreck Covey fighters as their sole objective for their entire firefight set. 3 more hours later, the second transition is the elevator collapsing after a supercarrier destroys the Halcyon Cruiser while its right wing plows through the elevator. All players in the elevator get tossed through window, their shields going critical before getting thrown into a building. Their objective? Return to the battlefield. Move through the building as it crumbles before it collapses. As for the rest of the server, their objective would be to simply survive until reinforcements show up. After either the squad makes it out, or the building collapses, the old Frigate arrives and fires its MAC cannon into the already severely damaged Supercarrier’s gut. The Corvette also slips space, but the Flood now has control, and the ship crashes into the gut of the Supercarrier, opening a hole big enough to allow the Frigate to slip through just in time. From now on, there will be no more marine support. The Frigate comes back around to a stop above the battlefield, thus ending the transition and chaingin the difficulty to Heroic. 3 hours and a hell of a lot of Flood later, the third transition begins, and the Corvette explodes, causing the sub-tunnels under the city to collapse. This causes the ground to cave in a few hundred feet as a result. Building collapse, collide, sink, and slide. Players are tossed around like ragdolls as their shields break. Thr difficulty is now Legendary. The flood Pure forms come out as allied Sangheili ships draw a contaiment field with their ships’ cannons, just like they did in New Mombasa, glassing half a continent.by the time they get to the city, 3 more hours roll by and the Covenant drops a nuke on the city, ending the server.

Definitely not the best, but it’s something to at least inspire something for firefight right? No? Okay…

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would love firefight to return

Given what we have now is a “beta” we will probably see firefight upon release.

I’m sure we will. More the idea of an ever changing massive firefight server is what I want to see, though.

What you mentioned in your post is EXTREMELY ambitious, and while it sounds amazing, I don’t even think we’ll get a firefight mode at launch. We will be lucky if we get one at all, but I will say the chances of firefight coming to Infinite seem higher in my opinion considering how 343i not so long ago, added the firefight mode from H3 ODST and the firefight mode from Halo Reach into the MCC when they could have easily just ignored both modes.
Also, the fact that bots are now a thing in Infinite means we may have them in Infinite’s Forge mode, and if Halo 5’s Forge mode is anything to go off of, we may be able to create our own firefight mode. Something very rudimentary, but resembling what you wrote in your post might even be able to be created in Forge mode, to an extent.

I like the idea but I think you might need to reign it in a bit. 100 players maybe to much start with some smaller like 24 players and if its successful could go even bigger.

I’d love a firefight mode to return. I’d like them to flesh it out a bit though. Not just mindless waves like reach. Maybe have a survival royale. Like the final mission in reach, have 4, 8, 12 or 24 players start on the map and just have to survive against increasing numbers and difficulty. Can either have it be a last stand or hold out for evac. Also with the implementation of fortified locations in campaign, they could have us assault or defend fortresses from the banished as a coop mode.

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So from what I’m reading, it seems to me that you guys don’t think it’s a bad idea, but rather you feel it’d be REALLY hard to even remotely create, and I agree, but that’s just it. It’d be hard, not impossible. I think the transitions are what makes it so hard. That, and the player count is also seen as ambitious. That said, Roblox could support 100 people on a single server, so I figured “Why can’t Halo?” But do note that I said up to 100 players. The main reason I’d love to see this is because I know I love playing with the community, and I know the community, no matter what they say they think of it, would LOVE it, too, should it be put in front of them. Imagine that first transition come up, you’ll crap yourself yelling “-Yoink!-!!” As the MAC round throws you on your face. The idea is to pull control of the battlefield away from the player, as to make them feel weak and helpless.

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It’s a great idea! Massive PvE would be a great way to pull in new players as well. The problem is netcode for 100 players AND AI enemies. The amount of data for positioning and enemy phases and states would definitely bog down the experience to a literal snails pace (lag and desync).

But, having more spartan buds on the field, with an army of brutes, grunts, etc. at the other end would be amazing to see. Realistically speaking, what Spartan_II_N7 said is more reasonable.

Robolox can support 100 players due to the simplicity of the game itself. I’d imagine Robolox’s netcode only includes object position, player position, player states, and other simple details.

Well how about this: If you play Destiny, you might know where I’m going with this. Cutting the map into districts and loading each individual district without having to coordinate AI locations, player locations, etcetera, for the other locations. If you haven’t played Destiny, I think you’ll be completely lost.

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That’s true, I’d completely forgotten about instanced sections of maps. Haven’t played Destiny 2 after the newest update, but that’s a pretty good solution if implemented correctly :+1:

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