New 4 Player Mode Concept

I thought of a cool mode concept that I would like to see in Halo Infinite. Let me know what you guys think.
Mode: Assassinate
Main Concept: Infiltrate. Kill. Escape.

The mode would go somewhat along the lines as follows.
Also please keep in mind that there would be no respawns during the match in order to increase intensity.

You and three other teammates are sent on a mission to infiltrate a covenant base, kill the high priority target, and escape to an extraction point.
You would spawn in with your team a little ways off from the base and you would be given access to lower tier weapons such as an assault rifle, dmr, shotgun, grenade launcher, etc. Before the round starts your team will be able to vote on an ordnance which can be beneficial to beating the match. Ordinances can contain a warthog, a power weapon or two, or even a few marines. Your next objective would be to find a good point into the base. To avoid confusion while playing with randoms, their will be a fireteam leader who can ping a location that will show up for the entire team. If you choose marines for an ordnance they will also follow the fireteam leader. The next choice the group will have to decide is if they wish to do stealth or go loud and try and take out all enemies within the base. Both strategies will have their pros and cons. Stealth will take more time, but if executed correctly the group will have to deal with less enemies. Going into a firefight might be quicker if the group is decent at the game, but they will have to deal with a phantom or spirit that will drop off enemy reinforcements. Once the group completes this phase of the game they will have to kill the enemy commander who will be a higher tier elite, hunter, etc. If they successfully kill the enemy target they will have to escape the base and get to a extraction point where a pelican will fly in and the mission will come to a close. However, enemy infantry, vehicles, or even air support will try and stop you at all costs on your way out.
I believe this would be a truly unique experience, especially towards the end where everything is on the line and one goal in sight.
My main question that you guys might be able to help with is if their could somehow be a respawn system so that dead players aren’t just watching others play for like 15 minutes.

Let me know what you guys think and hopefully you can see some potential with a mode concept like this.

But how would one go about implementing stealth in a newer Halo game? From my experience, Halo has always handled this element poorly. It has been virtually impossible due to enemies being immediately alerted to your location when you chuck a nade, fire a gun, or enter a vehicle (even if it’s the passenger seat). And they tend to remain in an alerted state for a long period of time, without going back to their patrol. If a sleeping Grunt woke up, all others in the vicinity would be alerted even if you killed him in time. So there’s a synchronization in their reaction/alertness level, which neutralizes the very possibility of stealth, which is really a shame.

Lastly, it seems that stealth itself has been discouraged in the newer Halo games. The last sleeping Grunt or two at the start of The Ark are guaranteed to wake up no matter how you approach them. In ODST, the stealth weapons were purely aesthetic (plus they completely replaced the normal gun variants). In Reach, Jun wakes everyone up at the beginning of Nightfall with his erratic shooting. It’d be remiss of me if I left out the fact that the Wraiths in Reach could lob mortars at you with perfect accuracy even if you weren’t in their line of sight.
Afaik stealth was only viable in Reach if you were ambushing them from a cliff or if you were hiding in a large body of water (Covies don’t shoot at you while you’re submerged). The former was encouraged in a Xbox 360 achievement. The best place to test the latter stealth possibility is on LNoS, after clearing the initial enemies on the hill. Ignore the waypoint that tells you to enter the building. A dropship comes in and drops off 2-3 Elites and a bunch of Grunts/Jackals. You can ambush them if you hide in the water behind this beach (the dropship won’t shoot at you). There’s a way to do this without having your hud obscured by the muddy water.

HCE had a far better grasp of stealth, even if it were unrealistic (i.e. if a Covie was downed in front of them, they wouldn’t seek cover) and could be very artificial (i.e. you could distract an enemy by throwing a plasma grenade behind him to make him turn around for a moment). And that was mainly due to the sniper rifle having an actual silenced effect.
Also, the enemies had more variety in their reactions (i.e. Grunts sneaking around on their toes, looking for the player). It’s worth noting that sleeping Hunters were introduced on AotCR while sleeping Drones were introduced in ODST’s Data Hive. And on a related note, there were eating Brutes on The Ark. The return of sleeping mechanics for other Covie species would be an interesting turn of events. Imagine the possibilities if the stealth aspect of the game was developed a little bit further (but not at the cost of the main campaign’s development).

Before they implement such a game mode, they must first account for the inconsistencies. Btw I think they should stick with limited lives rather than no respawns.

You’re placing a lot of trust and power in the fireteam leader. Which seems great in practice until you have on that’s trolling or incompetent. Allow all players to ping. Marines can operate how they always have, checkpoint based.

> 2533274836669416;3:
> You’re placing a lot of trust and power in the fireteam leader. Which seems great in practice until you have on that’s trolling or incompetent. Allow all players to ping. Marines can operate how they always have, checkpoint based.

Good call

> 2535469197642915;2:
> But how would one go about implementing stealth in a newer Halo game? From my experience, Halo has always handled this element poorly. It has been virtually impossible due to enemies being immediately alerted to your location when you chuck a nade, fire a gun, or enter a vehicle (even if it’s the passenger seat). And they tend to remain in an alerted state for a long period of time, without going back to their patrol. If a sleeping Grunt woke up, all others in the vicinity would be alerted even if you killed him in time. So there’s a synchronization in their reaction/alertness level, which neutralizes the very possibility of stealth, which is really a shame.
>
> Lastly, it seems that stealth itself has been discouraged in the newer Halo games. The last sleeping Grunt or two at the start of The Ark are guaranteed to wake up no matter how you approach them. In ODST, the stealth weapons were purely aesthetic (plus they completely replaced the normal gun variants). In Reach, Jun wakes everyone up at the beginning of Nightfall with his erratic shooting. It’d be remiss of me if I left out the fact that the Wraiths in Reach could lob mortars at you with perfect accuracy even if you weren’t in their line of sight.
> Afaik stealth was only viable in Reach if you were ambushing them from a cliff or if you were hiding in a large body of water (Covies don’t shoot at you while you’re submerged). The former was encouraged in a Xbox 360 achievement. The best place to test the latter stealth possibility is on LNoS, after clearing the initial enemies on the hill. Ignore the waypoint that tells you to enter the building. A dropship comes in and drops off 2-3 Elites and a bunch of Grunts/Jackals. You can ambush them if you hide in the water behind this beach (the dropship won’t shoot at you). There’s a way to do this without having your hud obscured by the muddy water.
>
> HCE had a far better grasp of stealth, even if it were unrealistic (i.e. if a Covie was downed in front of them, they wouldn’t seek cover) and could be very artificial (i.e. you could distract an enemy by throwing a plasma grenade behind him to make him turn around for a moment). And that was mainly due to the sniper rifle having an actual silenced effect.
> Also, the enemies had more variety in their reactions (i.e. Grunts sneaking around on their toes, looking for the player). It’s worth noting that sleeping Hunters were introduced on AotCR while sleeping Drones were introduced in ODST’s Data Hive. And on a related note, there were eating Brutes on The Ark. The return of sleeping mechanics for other Covie species would be an interesting turn of events. Imagine the possibilities if the stealth aspect of the game was developed a little bit further (but not at the cost of the main campaign’s development).
>
> Before they implement such a game mode, they must first account for the inconsistencies. Btw I think they should stick with limited lives rather than no respawns.

I can definitely see where you’re coming from with the lack of stealth. Maybe if you could successfully evade their patrols and make it to the target unnoticed you could assassinate him, just like the name of the mode mentions. Regardless I feel like even if stealth wasn’t a component of the mode it would still be an enjoyable coop experience.

I’d also say that leaning on stealth mechanics from Halo AI might be questionable. Other than that, though, this sounds like it could be a very fun alteration on a Firefight design. My personal main priority would be to see that Firefight makes a return at all, but assuming it does, having this type of expanded and more linear experience with it could be a very interesting play.

Interesting ideas. I’m curious to know what 343i has up its sleeves for Infinite’s game mode lineup.

> 2533274861158694;6:
> I’d also say that leaning on stealth mechanics from Halo AI might be questionable. Other than that, though, this sounds like it could be a very fun alteration on a Firefight design. My personal main priority would be to see that Firefight makes a return at all, but assuming it does, having this type of expanded and more linear experience with it could be a very interesting play.

Thanks for the feedback glad you like it!

> 2533274859620752;7:
> Interesting ideas. I’m curious to know what 343i has up its sleeves for Infinite’s game mode lineup.

Thanks!

Could be cool. I think there is a lot of potential for new game modes going forward into Halo Infinite. We might see a lot of innovative stuff like this, hopefully.

> 2533274807993125;10:
> Could be cool. I think there is a lot of potential for new game modes going forward into Halo Infinite. We might see a lot of innovative stuff like this, hopefully.

As long as they don’t scrap or replace any classic modes.

> 2533274859620752;11:
> > 2533274807993125;10:
> > Could be cool. I think there is a lot of potential for new game modes going forward into Halo Infinite. We might see a lot of innovative stuff like this, hopefully.
>
> As long as they don’t scrap or replace any classic modes.

Absolutely. Can’t stray too far from the original formula we all love.