New Firefight Variant(Now Has Spoiler Tags!)

This is Firefight Versus. It is a 3v3 gametype I designed as an upgrade to Halo Reach’s ability have PvP in Firefight.
This is a more detailed explanation on it. I hope to explain it’s rules and customization abilities are here.

This isn’t as simple as a trio of Storm Elites being actual players. The Elites can command groups where to go, both Spartans and Elite <mark>can call in support troops when on Sprees</mark>. <mark>the higher the spree, the better the support group</mark>.
They would be:
How Sprees Work

Spree Medal Spartan/ Covenant Elites Reward
<mark>Killing Spree AR Marine Squad (4)</mark>
<mark>Killing Frenzy BR Marine Squad (4)</mark>
<mark>Running Riot CQC Marine Squad (4)</mark>
<mark>Rampage Sniper Marine Squad (4)</mark>
<mark>Untouchable Explosives Marine Squad (3)</mark>
<mark>Invincible Assault Spartans (AR/BR/DMR)(3)</mark>
<mark>Inconceivable Specialist Spartans (Camo/Shotguns/Snipers)(3)</mark>
<mark>Unfrigginbelievable Explosives Spartans (Rocket Launchers)(2)</mark>

Storm Elites Reward
<mark>Killing Spree PP Grunt Squad (5)</mark>
<mark>Killing Frenzy Needler Grunt Squad (5)</mark>
<mark>Running Riot Carbine/ Shielded Jackal Squad (2 of each)</mark>
<mark>Rampage Sniper Jackals (4)</mark>
<mark>Untouchable Specialist Elites(4)</mark>
<mark>Invincible Hunters (2)</mark>
<mark>Inconceivable Promethean Knights Scattershots/ LRs(3)</mark>
<mark>Unfrigginbelievable Promethean Knights (Binary R. Inc. Cannons)(2)</mark>

Now, obviously, those last ones are not gonna happen alot, but with this new method in which you earn sprees, they will show a bit more. <mark>Spree’s require 10 enemy kills for the Storm Elites and 20 for Spartans (Spartans require more because they have more potential kills) in Firefight Versus. Players are worth two kills to that count.</mark>

<mark>Now sprees are a collective multiplier for the whole team and all the players on the team contribute to it, and the player who earned the current spree is a VIP. A player earns and “holds” the spree by killing the enemy that earned the Spree Medal. If that player is killed, the Spree is reset. in other word, its like a relay. you want the player who is in least danger to be carrying your Spree.</mark>

For example. The game starts. The 3 Spartans are killing foes, their kills are all adding to the spree count. one player gets ten kills, one teammate gets 9, but the last teammate gets the 20th kill. He holds the Spree. <mark>If he dies, the Spree is reset</mark>, <mark>if any of the other two die, it is safe.</mark> if a different player gets the next Spree medal, <mark>he can choose to carry it or let the current holder keep it, but once he decides, the team cannot decide to “baton pass again”</mark>. <mark>Kills while in this decision mode will not count to your Spree</mark>, <mark>so it is wise to choose quickly</mark>, this stops abusing the rules to never drop the Spree. This promotes ALOT of teamwork to get the higher rewards.

Details

<mark>In Custom Firefight, you can edit the support drops, change from troops to weapons, or even the actual troops, and there would be more options than what I posted plus all the other usual firefight options. Also, you can apply skulls to BOTH teams and they can have different skull sets between the two. There is also a setting for a randomized skull or skulls. reset or Personal loadouts can be chosen from, depending on the variant. Different maps could have different support troops on playlists (forerunner maps could have more Promethean support troops).</mark>

<mark>Both teams start with a 15 life pool</mark>. <mark>If one player kills three players without dying gives the team a bonus life, and a killing spree earns them one. and every second Spree Medal adds an extra life to the current amount.</mark> <mark>To add an extra competitive edge, the team with the most points at the end of a round (5 Waves) earns a bonus life, giving scoring in this mode a purpose beyond time expire/ game completion. There is a max pool of 24 lives.</mark>

The game lasts 25 minutes on playlists, or a full set (but this can be edited on customs) <mark>if neither team depletes the opposing team to 0 lives and finishes the team in final stand, the team with the highest score wins, If somehow this is a exact tie, it’s just that, a tie</mark> <mark>(Spartan/Covenant Elite Players are worth more points than Storm Elite players, as are their support troops, to balance scoring).</mark>

Firefight Versus works in Waves, Rounds and Sets like the other Firefight mode, but as stated above, only the team with the highest score earns the bonus lives <mark>(A tie in score results in a bonus life given to both teams).</mark>

Anything Highlighted can be edited in custom mode.

Custom Edit Options

I can think of beside the universal ones like move speed and over-shield. feel free to add your own thoughts. all options highlighted here can have a different setting for each team.

<mark>Spree Holder Traits: Standard mode specific Player trait alter option.</mark>

Custom Skull/Power Up Traits: Now there are up to a 100 custom skulls/power ups, and can be saved to a “library” to “call-up” in other variants (Custom Games/Firefight and the Skulls can be used in Campaign for fun factor). You can name the skulls/power ups, set score multipliers, alter individual weapon damage rates and I would love to hear what you guys can come up with.

<mark>Score Rewarder: This rewards a team with a editable reward. This essentially replaces ordinance, and is unique to Firefight, as in only in Firefight. The player can set it to any combination of 3 choices, like ordinance, between weapons, squads, AAs, power-ups an lives bonus. up to ten instances of these can be applied.</mark>

<mark>Spree Rewards: This can be changed to the same stuff mentioned as Score Rewards.</mark>

Objective Mode: This was kind of implemented in Reach, but never really tried often I find. In Firefight Versus, multiple Gametypes are now able to be thrown into a Firefight mix, such as CTF, Stockpile, Invasion, Dominion, KOTH and all that good stuff. This could end up with some REALLY awesome Gametypes.

Wave, Round and Set Duration/Population: Edit whether the Waves, Round or Set is timed, and if players earn bonuses for killing all its enemies within said limit. also alter the amount of enemies in a wave, Waves in a Round and Rounds in a Set.

Custom Hazards: Choose the enemies from Drop Pod Hazards, Hazard Vehicles etc.

Anything you guys can think off?

Firefight Map Editor

Now I come to Firefight Map Editor. And I say “Editor” not “Forge” for a reason. I personally believe that a Firefight Map Full System would be to complicated to make and implement without having lots of glitches, faulty AI, faulty walk-path programming and general flaws. I propose a series of default Sandboxes and the original maps are available for EDIT. Not fully fledged construction. Movable Spawns (AI and Player), pre-built structures with AI movement Scripts, Gravity Lifts and Man Cannons, Teleporters, Objectives, Ammo dumps, Support Drops Areas and others. I feel this would be easier to implement, and a working “Editor” would be better than a faulty “Forge”.What do you all think?

P.S. I would like to add that I voted for the second option, not the first.

This honestly sounds like a great idea! Firefight Versus was a great concept in Halo Reach that saw far too little light of day. Having it return would be great. But this? This just brings it to a whole new level! You’re using some interesting ideas, such as the killing spree support and the VIP aspect of the spree holder, and using them to innovate the gametype in a way that builds on what made Firefight so enjoyable. Having to protect your spree holder adds an aspect of teamwork that hasn’t been present in any co-op mode since ODST Firefight, which is what many players loved about it.

In short, I love this idea! You put a lot of thought behind it, which I can appreciate.

> This honestly sounds like a great idea! Firefight Versus was a great concept in Halo Reach that saw far too little light of day. Having it return would be great. But this? This just brings it to a whole new level! You’re using some interesting ideas, such as the killing spree support and the VIP aspect of the spree holder, and using them to innovate the gametype in a way that builds on what made Firefight so enjoyable. Having to protect your spree holder adds an aspect of teamwork that hasn’t been present in any co-op mode since ODST Firefight, which is what many players loved about it.
>
> In short, I love this idea! You put a lot of thought behind it, which I can appreciate.

Thank you very much. The more time I spent typing it up, the more involved I got, and Hence I got more Ideas. Eventually I collected them all and created a full topic for it.

> > This honestly sounds like a great idea! Firefight Versus was a great concept in Halo Reach that saw far too little light of day. Having it return would be great. But this? This just brings it to a whole new level! You’re using some interesting ideas, such as the killing spree support and the VIP aspect of the spree holder, and using them to innovate the gametype in a way that builds on what made Firefight so enjoyable. Having to protect your spree holder adds an aspect of teamwork that hasn’t been present in any co-op mode since ODST Firefight, which is what many players loved about it.
> >
> > In short, I love this idea! You put a lot of thought behind it, which I can appreciate.
>
> Thank you very much. The more time I spent typing it up, the more involved I got, and Hence I got more Ideas. Eventually I collected them all and created a full topic for it.

Good over-all idea and post, very well written.

However I think an old post of mine could be another different Firefight gametype as well.

Survival Firefight?(scroll down)

> > > This honestly sounds like a great idea! Firefight Versus was a great concept in Halo Reach that saw far too little light of day. Having it return would be great. But this? This just brings it to a whole new level! You’re using some interesting ideas, such as the killing spree support and the VIP aspect of the spree holder, and using them to innovate the gametype in a way that builds on what made Firefight so enjoyable. Having to protect your spree holder adds an aspect of teamwork that hasn’t been present in any co-op mode since ODST Firefight, which is what many players loved about it.
> > >
> > > In short, I love this idea! You put a lot of thought behind it, which I can appreciate.
> >
> > Thank you very much. The more time I spent typing it up, the more involved I got, and Hence I got more Ideas. Eventually I collected them all and created a full topic for it.
>
> Good over-all idea and post, very well written.
>
> However I think an old post of mine could be another different Firefight gametype as well.
>
> Survival Firefight?(scroll down)

Of Course! This is my point! Halo’s defining Firefight System is its Uniqueness. It will have whole new Custom Games Lobby specifically for Firefight, Someone on 343i.org where i posted this after making it here (I do this because some people dont use the other site, and vice versa.
and he pointed out there will always be haters saying its a rip-off. well I had this to say (he wasn’t one of them, he was just pointing out that there would be those people):

And this isn’t a rip off i would say to the haters, this came from MY mind. It is UNIQUE as you can FULLY customize it. Can you set a CTF, KOTH or any other objective or edit maps in Zombies, Extinction or Horde? NO!
All dem Haters would be at a loss, they cannot say it is a rip off, cause firefights system in reach was the first to have PvP, if not used alot, First to Have objectives, if not used alot. ODST was the first to have Mutators (Skulls). Firefight is more unique than others give it credit for, that is why it should return, and this should be alongside it as a gametype, like we have for “Normal” custom games, loads of objectives or slayer maps. But we have the same for Firefight! If they can somehow say this is a rip-off and actually have no true doubts, then they are simply biased. Like I said, this is the kind off thing Halo needs to set itself back on track. something that doesnt exist in other games, something new and isnt game breaking. Here is a compiled comparison:

ODST (2009) Skulls = GoW 3 (2011) Mutators, Halo had it first.
Halo Reach (2010) Firefight PvP = CoD BO 2 (2012) Zombies PvP
Halo Reach (2010) Generator Defense Objectives = CoD Ghosts (2013) Hives
Halo Reach (2010) Customizable Firefight = CoD BO 2 (2012) Tiny difficulty edit and mode switch

See? Between Reach and ODST, they had them first. So haters, still wanna say its a rip off?

Love all of this. I think I have an idea that could add a bit for us flood fans though. Lets say we get a new flood-themed map, lets have your settings but fighting flood, and specifically for combating the infection Spartan support could include flame-thrower marines.

In short, I absolutely LOVE your idea, and I think this should just be added as a custom option if we’re given an appropriate map.

I would love to see firefight return. The early months of Reach for it were the best.

I do thank you all for your support. I like some of your Ideas to. I really want this to Happen because It would be a great thing for Halo to say it Has that other games do not.

> I do thank you all for your support. I like some of your Ideas to. I really want this to Happen because It would be a great thing for Halo to say it Has that other games do not.

I find that the major reason why Firefight was over-looked in Reach was because it was easy and the atmosphere made everything almost ecstatic! Otherwise, it would have been extremely addicting.

I have another idea as well. It has flood but with many twists.
Possibly called :“Gravemind”

10 Humans

2-6 infected Spartans

a whole lot of Flood AI

Deployable turrets, shields

Now I will admit that this may seem a bit like a rip-off to some(haters gonna hate)

In general the main and only objective is to Reach the evac Zone.

The are swarms of Normal Flood trying to kill you in mobs.

The Survivors spawn in a room at start limited to 10 sec soft kill where they get picks between weapons. Semi-Automatics, Precision, Snipers, Shotties/sword

This in my opinion actually balances out itself due to the sheer amounts of flood coming by.

The Infected wait for those 10 seconds and get to pick their class of Flood
Carrier-Massive Damage, Slow -Can take slightly more damage(has to be done!)
-No Melee
Marine Combat-Slightly more damage(10% more), 10% slower, 10% less health
-Normal melee
Elite Combat-Slightly less damage(5%), 10% faster, 15% less health
-Normal Melee
Brute Combat-10% less damage, normal speed, 10% less health
-1sk Melee
Jackal Combat-10% less damage, 105 faster, 10% less health
-AA button makes user latch onto enemy’s back and can drive the enemy into danger, as well as do a gradual 10% damage per 3 secs

If the player who is infected is MVP, he will become a Flood Juggernaut when the occasional boss battle comes.

The human players have a 5sk melee, are 70% speed, have non regenerating shields, and have a fixed evade AA.

There are occasional power weapons on the way, and only frags and fire bombs are available as grenade.

The survivors can only heal via med kit, or a one time use drop shield which replenishes your health gradually and protects you from fire.

Anyone get any hints where this came from? :slight_smile:

> > I do thank you all for your support. I like some of your Ideas to. I really want this to Happen because It would be a great thing for Halo to say it Has that other games do not.
>
> I find that the major reason why Firefight was over-looked in Reach was because it was easy and the atmosphere made everything almost ecstatic! Otherwise, it would have been extremely addicting.
>
> I have another idea as well. It has flood but with many twists.
> Possibly called :“Gravemind”
>
> 10 Humans
>
> 2-6 infected Spartans
>
> a whole lot of Flood AI
>
> Deployable turrets, shields
>
> Now I will admit that this may seem a bit like a rip-off to some(haters gonna hate)
>
> In general the main and only objective is to Reach the evac Zone.
>
> The are swarms of Normal Flood trying to kill you in mobs.
>
> The Survivors spawn in a room at start limited to 10 sec soft kill where they get picks between weapons. Semi-Automatics, Precision, Snipers, Shotties/sword
>
> This in my opinion actually balances out itself due to the sheer amounts of flood coming by.
>
> The Infected wait for those 10 seconds and get to pick their class of Flood
> Carrier-Massive Damage, Slow -Can take slightly more damage(has to be done!)
> -No Melee
> Marine Combat-Slightly more damage(10% more), 10% slower, 10% less health
> -Normal melee
> Elite Combat-Slightly less damage(5%), 10% faster, 15% less health
> -Normal Melee
> Brute Combat-10% less damage, normal speed, 10% less health
> -1sk Melee
> Jackal Combat-10% less damage, 105 faster, 10% less health
> -AA button makes user latch onto enemy’s back and can drive the enemy into danger, as well as do a gradual 10% damage per 3 secs
>
> If the player who is infected is MVP, he will become a Flood Juggernaut when the occasional boss battle comes.
>
> The human players have a 5sk melee, are 70% speed, have non regenerating shields, and have a fixed evade AA.
>
> There are occasional power weapons on the way, and only frags and fire bombs are available as grenade.
>
> The survivors can only heal via med kit, or a one time use drop shield which replenishes your health gradually and protects you from fire.
>
> Anyone get any hints where this came from? :slight_smile:

I like your Ideas for the Flood, but the survivors sound like they at a HUGE disadvantage and that they would never win. The default mode should have regular spartan traits, but every player is randomly assigned a preset loadout, and they take said post for team. EG, a player spawns with no shields, but moves faster and has a sniper and active camo. now he is great at tactical defense and scouting, but more frail than a tissue. so if you want to keep your scout alive, defend him well, cause he can give callouts to approaching forces or help players move past big targets.

> Love all of this. I think I have an idea that could add a bit for us flood fans though. Lets say we get a new flood-themed map, lets have your settings but fighting flood, and specifically for combating the infection Spartan support could include flame-thrower marines.
>
> In short, I absolutely LOVE your idea, and I think this should just be added as a custom option if we’re given an appropriate map.

Sounds good, I wanted a flood firefight since Anniversary :frowning:
But I want flood to get weapons again. or for Firefight they can shose to play as a UNSC Flood, using a random low or medium tier power weapon, an elite version, A carrier that can explode, and has a “AA” to move fasre for a couple of seconds, The “Juggernaut” class transformer ones from H3 and any othe kind.

like this also because it works with the old mechanics, but putting a workable spin on stuff from Reach/4

Sorry wrong gametype!
Removed for any inconvenience!

Interesting ideas, but I was kind of going for a firefight Specific idea. topic

Yes. 343 hire this man!

I cannot stress how much I love the idea again. But I also wanted to add another one last thing: purchases.

While at first glance this may make you draw connections to CoD, the feature works nothing the same. Instead, when you complete a round, you receive a set amount of points, and you earn a bonus if you complete rounds in record time.

After you complete a round, you have an option to use some of your points to buy UNSC Marine/Army support, a WMD to drop in (IDK what it is), or a ground-vehicle to be pelican-dropped. Each reward costs varying amounts of points, and the better the reward the higher the cost. (E.G. I win 10 rounds earning 100 points each, therefore I have 1000pts, and an Army squad costs 500, I can buy it, or go for the 1000pt-WMD.)

So what do you think?

> I cannot stress how much I love the idea again. But I also wanted to add another one last thing: purchases.
>
> While at first glance this may make you draw connections to CoD, the feature works nothing the same. Instead, when you complete a round, you receive a set amount of points, and you earn a bonus if you complete rounds in record time.
>
> After you complete a round, you have an option to use some of your points to buy UNSC Marine/Army support, a WMD to drop in (IDK what it is), or a ground-vehicle to be pelican-dropped. Each reward costs varying amounts of points, and the better the reward the higher the cost. (E.G. I win 10 rounds earning 100 points each, therefore I have 1000pts, and an Army squad costs 500, I can buy it, or go for the 1000pt-WMD.)
>
> So what do you think?

Intresting concept, I would have it as another Firefight gametype, like some of the other suggestions.

I think this idea is fantastic! I’m wanting to play this now. :smiley: I hope something like this appears in the next Halo. It sounds really fun!

I do have a few questions though. What happens if one side manages to deplete the enemy players life pool to 0? Do they have to finish off the remaining AI, or is it an instant win?

Also, can each side manage to destroy all the enemy’s AI allies, so that there isn’t any left until they call for them, or do the AI continually spawn like in previous firefights?

> I think this idea is fantastic! I’m wanting to play this now. :smiley: I hope something like this appears in the next Halo. It sounds really fun!
>
> I do have a few questions though. What happens if one side manages to deplete the enemy players life pool to 0? Do they have to finish off the remaining AI, or is it an instant win?
>
> Also, can each side manage to destroy all the enemy’s AI allies, so that there isn’t any left until they call for them, or do the AI continually spawn like in previous firefights?

Its an instant win, AI is there for the scoring to earn a life between the rounds. by which I mean, if you might not of seen it, whatever team has the highest score after a round, they are awarded a life(s). if neither team finishes of the other within the time limit, the highest score wins, Killing a Spartan/Covenant Elite and their drop support earns more points to support the fact there are less of them to kill.

For the Storm enemies, its a continuous wave thing, Spartans/Covenant Elites (Arbiters faction, assuming a return) have call theirs in, but due to the amount of enemies they fight, it will be easier for them to call in units, and they are stronger, but they do not get the benefit of already having units to back them up. so it balances out. the 5 waves/3 rounds/ set remains. but you can also edit the amount of foes in a wave, the amount of waves in a round, and the amount of rounds in a set.

Hope this helps!

Thanks. I understand it better now. :slight_smile:

Like I said earlier, I hope something like this is included in the next Halo.