12 to 8 player coop where each players are placed into groups of 4.
These squads will have to carry out objective either against each other or in cooperation with each other.
Example is in an opposing game each squad must take out certain objectives and after each objective another objective is created. But the problem is that the opposing team can reverse one of your objectives.
Ex. you take out the comms array but if you do not take out the next objective in the next 5 min then the enemy can fix their comm array and you have to take out the comm array again and then move back on.
Example for co-operation is to have each squad given different objectives, one to defend one to take out a certain objective one to neutralize enemy or all could get a job of taking out certain objective or take out one objectives. Spawn at different points on the map and the map can be linear sandbox style like a bridge or a huge circle.
Linear sandbox mainly means each group moves parrellel with the other groups and enemies can spawn in between your squads if an enemy can survive in between for quite a long time.
Circle kind of map can be done by forcing groups to stay together to survive, make them move and separate ways, or one squad stays in one spot while the other group must take out an objective for you to go to your next objective. Example if one squad is in defense to protect something the other squad has to go to activate the AA guns and this allows the defending squad to move to their next objective.
What each type of game mode allows a constant wave of enemies. Also i do not know if it should use ODST as your character or Spartan. I want ODST to increase the challenge.
Also their could be some mission based games with cutscenes and many with the objectives changing again and again till you lose your life.
> thy ReaperMC
> Reach does feel too “fish in a barrel”-like compared to even ODST in map design.
>
> I’ve said, I’d like to be able to have infinite ammo caches AND weapon lockers as separate options.
>
> I’d also like some claustrophobia (map name anyone?) thrown in. Like Chasm Ten, its catwalk and corridor nature made early rounds a cake. Once the hurt came and enemies were tougher, the tables had turned, I was the fodder. Beachhead is a great FF map example but with the caches where they are, doesn’t have to be used.
>
> I’d also like places of interest away from ammo depots/lockers where there are a couple turrets or such.
> Places that can be held with great teamwork, timing and luck or be completely overrun by the enemy because it’s a choke-point/corner. Ya know, if you’re good enough to use the enemies’ weapons against them and coordinate your fire as a team, RIKKI TIKKI!!!
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> A FF map like H3’s Rats Nest would be nice too. But 2 layers and operable vehicle lifts to go between.
>
> And that’s something else that would be nice to be in FF. Environment pieces for 1 time or multiple use. I can’t repeat enough, I love turning off the bridge in HW and want to do it FPS-Halo. MP or FF, give me a bridge that is very helpful, both ways, and can be turned off (both ways).
> Imagine the enemy taking the control tower and decides to hit the switch because you’re on it?
> Or say 2 bridges, only 1 can be activated at a time. As said, the AI and player can operate the controls. If players don’t mind the bridge and control its use, at some point, if the AI manages to get there, they too can operate the bridges to get their kind across (if intelligent enough) and/or strand/kill the player(s).
> Why are bridges needed? Say vehicles spawn out of a location and you need to get them by holding the control room, crossing the bridge, grabbing the vehicle(s) and then get back across and not care till the next time you want/need something.
> ilexia
> However, i do think the number of players on the map at the same time as the AI bots could be an issue as we’ve seen through Reach (Versus). However, maybe with dedicated servers or just the improvements that comes with Halo 4 it could become possible.
