New Firefight Mode (agree/disagree)

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!!!
>
> 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.

Also for there are maps with building or buildings as maps and the buildings have big rooms but when you go out of these rooms there are small passageways and some big ones. Although keep some of the power weapons in the small hallways.

What the feeling should be is that when you go through the hallways many of them shall be cramped, dangerous to have an energy sword elite as your opponent. These passageways will have many small passage ways connecting with them.

Also when you enter one of the bigger rooms there will be space for sniping so you could get hit by an enemy sniper, as well as room for vehicles. With turrents and many levels. With bridges between some smaller platforms. These places also have corridors entrance and ramps up to there. So you can get hit from both behind if you are sniping.

> W4R M4CHIN3 93
>
> More challenging and rewarding.
> Adding defendable options would also make the game a lot more fun, such as after completing certain objectives, your base of operations would be rewarded with a turret, barricade, weapon drop, vehicle, marine reinforcements, or health and supplies. Also since most people like to choose a location to defend, the new version of firefight should emphasize this.

> SGT SCHALTZ
> Firefight with objectives and add an Invasion style mode
> Invasion ff mode you defend a far point and as the enemy starts by droping off dropships and drop pods. Enemy AI/and some players have to capture,destroy (a door, AA gun, or shield genny), or hack to get pass defense. The defense will have hold the attacks as long as set or get pushed back to Last stand. The last stand phase the attackers have to kill all the defenders, destroy something, or capture a core. The defenders will have to defend until AI back up or Evac.
>
> A war like gametype or something like star wars battle front

> Trude174
> Gametype:
> “The flood” all you do is fight big groups of flood at a time…it would be really fun…can’t believe they haven’t added it

> Avery Brock
> play as the Elites, but what im saying is us to attack AI Elites or Spartans…& of course SpartanIIs because SpartanIIIs suck lol. The idea would be for them both to defend objectives in FF.
> Return of gametypes from Halo Reach

> Moon1ightNinja
>
> Rally point- You have to guard objectives, you start out with many assets but every time you lose an objective you have to fall back to another location with another objective and less assets until you have none left and you lose if you lose that last objective. Win by surviving x amount of time.
>
> Verses v2- So there’s 2 teams elites and Spartans. They both have to survive an AI onslaught but can kill each other as well. The map is big so it isn’t a slayer game mainly, survival primary objective, killing your friend secondary.
>
> Co-op- Basically what someone else said about conflicting objectives. One person defends an objective while another attacks one. (But they aren’t vs each other lets say one person must defend a generator while the other has to detonate a bomb simultaneously)So it requires teamwork and 2 people and may have several phases.
>
> Territory- Basically regular firefight with hill capture zones that alert all enemies to your presence to attack you. But if held long enough unlocks a new location with new assets and possibly new enemies. (Such as releasing flood?) Win by survival or in a different variant by unlocking the whole map.

> HallowSoul5
> I think the amount of players should cap out at 8.

post saved

I definitely think there should be some improvements in firefight. I usually only play firefight to complete the Halo: Reach challenges, which is kind of disappointing considering the awesome potential of firefight. It just gets boring too quickly. The more challenging and rewarding the game gets, the more fun it gets. You have some cool ideas, especially the squad and objective ones. If map and game-based objectives were added to firefight, it could put the gametype on par with matchmaking. Adding defendable options would also make the game a lot more fun, such as after completing certain objectives, your base of operations would be rewarded with a turret, barricade, weapon drop, vehicle, marine reinforcements, or health and supplies. Also since most people like to choose a location to defend, the new version of firefight should emphasize this.

Firefight with objectives and add an Invasion style mode
Invasion ff mode you defend a far point and as the enemy starts by droping off dropships and drop pods. Enemy AI/and some players have to capture,destroy (a door, AA gun, or shield genny), or hack to get pass defense. The defense will have hold the attacks as long as set or get pushed back to Last stand. The last stand phase the attackers have to kill all the defenders, destroy something, or capture a core. The defenders will have to defend until AI back up or Evac.

A war like gametype or something like star wars battle front

Know what game mode I would honestly like to see in firefight?

“The flood” all you do is fight big groups of flood at a time…it would be really fun…can’t believe they haven’t added it

to have 8 to 12 player, you need server computers as hosts. How do you think battlefield 3 does it? With enough server power, everything is possible.

Problem: need a thousand firefight servers.

That sounds great!

Some nice input.
Thanks
just updated 2nd post

OMG! I keep saying the same thing about FF. It boring to just kill over & over w/ out some kind of mix added in every now & then. I love objective gametypes really. I thought the generator objectives were going to be fun, but they suck so hard because even w/ a good team it never really went well, but 4 rounds. I think the idea of us being the attackers would be awesome for FF. I remember that in custom FF you could actually play as the Elites, but what im saying is us to attack AI Elites or Spartans…& of course SpartanIIs because SpartanIIIs suck lol. The idea would be for them both to defend objectives in FF. Also i would love to see all the gametypes from Reach make a return in Halo 4, but w/ additional options on how to play them & mainly FF.

wht about playing as grunts.

I think by attacking AI covenant/spartans we are getting too far away from what firefight is supposed to be. I think we should only be attacking if there were also real players who were defending, and make it a gametype in matchmaking. It’s starting to sound EXACTLY like invasion, except against AI, and that doesn’t let firefight stand out or be its own separate thing. Also whoever said there should be flood in firefight, AWESOME idea!

true it does start to sound like any matchmaking game with bots. in place of players.

I like this idea of a more objective and strategic style of Firefight.

Firefight in my opinion needs to be made more difficult to the healthy degree of challenging the more dedicated/competitive player but being playable and fun to the casual. This concept of various objectives, strategies and team communication is one more advanced way of gaining this, and the of course theres the obvious case of bot difficulty etc. Building on your ideas and the problem of not always being able to team up or even want to team up with human players i seriously hope Halo 4 offers team bots that we will be seeing in Anniversary. And on that i seriously hope they get the AI right!

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.

i like what you said, yes these may need dedicated servers or they may need to make a new xbox

> 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!!!
> >
> > 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.

This would work perfect on assault on the control room

How about

Rally point- You have to guard objectives, you start out with many assets but every time you lose an objective you have to fall back to another location with another objective and less assets until you have none left and you lose if you lose that last objective. Win by surviving x amount of time.

Verses v2- So there’s 2 teams elites and Spartans. They both have to survive an AI onslaught but can kill each other as well. The map is big so it isn’t a slayer game mainly, survival primary objective, killing your friend secondary.

Co-op- Basically what someone else said about conflicting objectives. One person defends an objective while another attacks one. (But they aren’t vs each other lets say one person must defend a generator while the other has to detonate a bomb simultaneously)So it requires teamwork and 2 people and may have several phases.

Territory- Basically regular firefight with hill capture zones that alert all enemies to your presence to attack you. But if held long enough unlocks a new location with new assets and possibly new enemies. (Such as releasing flood?) Win by survival or in a different variant by unlocking the whole map.

TL;DR- Too bad. No shortcut for you.

Its not a bad idea, but I think the amount of players should cap out at 8.

Now where the game types are concerned…they should make larger maps and give the Spartans and Elites objectives to complete. Of course that would be a Versus gametype :slight_smile:

> Its not a bad idea, but I think the amount of players should cap out at 8.
>
> Now where the game types are concerned…they should make larger maps and give the Spartans and Elites objectives to complete. Of course that would be a Versus gametype :slight_smile:

Well, not necessarily. It would just be taking normal firefight and adding objectives for a higher entertainment value.