Hey guys, so I have thought about a new game mode for a next Halo game: 16vs16vs16vs16 Warzone like but it’s actually UNSC vs covenants vs prometheans vs flood. (Long read ahead)
How it would work is that every would start with an amount of Unit points, that would permit you to play as an unit, for example, a UNSC spartan or a Covenant Elite. It would also work with the REQ levels and requisitions as units would have different REQ levels to be played as and some would be able to access requisitions. For example, you can spawn as an elite or a promethean soldier and access the weapons and vehicles of it’s faction (except spartans who would have access to everything). Some units would be limited in it though. For example, a grunt can access only plasma pistols, needlers, plasma launchers (reach) and fuel rods canons. You would also have the possibility to pay a larger amount of Unit points to spawn as an unit with specific weapons to begin with, for example, a jackal sniper spawning with a beam rifle or a spec ops elite spawning with an energy sword. Each units would also have 2 specific skills you can select depending of the unit and it’s faction. For example, a spartan II can choose to use between h3 equipment, h4 armor abilities, h5 spartan abilities and an armor mod while for example, a promethean knight would be able to choose between h4 promethean armor abilities and either AI watcher or teleportation.
Each kill would rewards you with points, req levels and unit points, the higher the level of the enemy unit killed, the more it would give you. Level 9 REQ units, like the Warden Eternal and it’s variants would be marked as a Boss.
There would be 2 types of supportive units: field supportive units and commanding units. Field ones would be the watchers, covenant enginers, flood infection forms,UNSC medics and others like that that can be supportive in a way normal units cannot be, like healing, but weak in battle. The command ones would be graveminds, covenant prophets, ship commenders and other units like that that are not seen in battle but would command it’s team and help it in ways like showing enemy unit locations, setting a priority target, doing an air strike/glassing, etc. In the case of the gravemind, the more advanced the gravemind is, the stronger flood units will be and pure forms will be available to play as. Pure forms and infection forms AIs would automatically spawn in the presence of a gravemind. So basically, playing has commanding supportive units would be a little bit like playing halo wars. There can only be one commanding supportive unit at a time in a match per faction. The player would be able to quit that role as he pleases, thus costing unit points to the team.
There would be level 9 REQ mythic units that would be a mix between commanding and field supportive units like the master chief, jul M’dama, the Warden Eternal, flood juggernauts/abominations that would be spawned with an AI squad to protect them. They would be able to give orders to both their AI squads and players around them. These units would be extremely strong/OP in some ways and would give all units around them boosts such as damage boost, active camo, overshields, etc and would represent either one of our beloved halo characters, like the members of Noble Team or just an OP unit, like a scarab.
If a team goes to 0 unit points, the last remaining players on the field won’t be able to respawn and the team will be elimated. These players will be split to be choosen by the game to become a member of an opposing team but they would also have the option to either quit or be a spectator. The winner is the last remaining team or the first team to get to 100 000 points.
There would be objectives, like in wazone, such as capturing bases and killing AI bosses.
All basic units are customable (armor, skills and loadout, costing points earned in the game or by missions)
Here’s the factions and it’s units:
UNSC:
-Level 1 REQ:
Marines
Description: has access to tier 1 REQ weapons and vehicles and basic loadout weapons (with no attachments/modifications from the OG one), can use throwable equipments but cannot requisition some. Can sprint.
Cost: 1 unit point
ODSTs
Description: has better health/armor than a marine, has access to tier one power weapons and vehicles and all loadout weapons and a visr hud, can carry more ammo and grenades.
Special skills: -be spawned where ever you want on the map by drop pod. -tactical visr night vision with enemy highlighting (like in H3:ODST), can use throwable equipments but cannot request some. Can sprint
Cost: 10 unit points
Ship commander
Description: commanding supportive unit
Skills: Can give objectives/orders to unit, can do air strikes (5 min cooldown) can upgrade basic units by giving them access to a free weapon, equipment or vehicle.
Cost: 0 unit point
-level 3 REQ
Spec ops marine
Description: marine with more ammo, spawns with a shotgun. Has access to all loadout weapons
Added skills: can use throwable equipment
Costs 1 unit point
Medic marine
Description: field supportive unit version of the basic marine
Skills: can heal and revive units that aren’t killed by an headshot or an explosion.
Cost: 2 unit points
Warthog marine/ODST
Spawns with an AI gunner and passenger squad.
Costs: 5/15 unit points
Rocket mangoose marine/ODST
Spawns with an AI passengers equipped with a rocket launcher
Costs: 5/15 unit points.
-Level 4 REQ
Spartan III
Description: spartan that can access all loadout weapons and UNSC and Covenant weapons and vehicles. Health does not regenerate by itself and therefore needs healing.
Skills: can use all halo reach armor abilities. Can only sprint with the sprinting armor ability.
Cost: 20 unit points
Spartan IV
Spartan that can access all UNSC weaponry and vehicles. Had a weaker shield than other spartan generations.
Skills: spartan abilities, H4 armor abilities, armor mods. Can sprint but shield won’t regenerate while doing so.
Sniper marine/ODST
Description: has a more advanced radar, spawns with a sniper rifle
Cost: 5/15 unit points
Rocket marine/ODST
Description: can carry more grenades and spawns with a rocket launcher
Cost: 20/25 unit points
Spartan laser marine/ODST
Description: spawns with a spartan laser
Cost: 20/25 unit points
Rocket hog marine/ODST
Cost: 20/30 unit points
Gauss hog marine/ODST
Cost: 25/35 unit points
Gungoose marine/ODST
Spawns with an AI passenger equiped with a grenade launcher
Cost: 15/20 unit points
-Level 5 REQ
Falcon grenade/chaingun turret marine/ODST
Spawns with 2 AI gunners
Cost: 25/35 unit points
Hornet marine/ODST
Spawns with 2 passengers AIs one equiped with a sniper rifle and the other with a spartan laser.
Costs 30/35 unit points
Pelican pilot marine
Description: field supportive unit, only one can be on the field at a time
Skills: can make players spawn in it so they can be driven to a location before engaging the battle. Pilot is armed with a spartan laser and heavy chaingun turet. Spawns with 3 gunner AIs, one operating a tank turret on top and 2 operating chaingun turrets.
Cost: 50 unit points
Wasp pilot marine/ODST
Cost: 20/25 unit points
ONI marine/ODST
Description: has access to ALL weaponry and vehicles, has a small armor protection added
Cost: 35/40 unit points
-Level 6 REQ
Spartan II
Description: Spartan with access to ALL REQs and spartan skills/equipment. Can only sprint with the spartan abilities skill or sprint armor mod.
Cost: 40 unit points
Mantis marine/ODST
Cost: 40/45 unit points
Goblin marine/ODST
Cost: 35/40 unit points
Scorpion marine/ODST
Spawns with an AI gunner
Cost: 45/50 unit points
-Level 9 REQ
Master chief
Description: Mythic unit. has free access to all REQs, when spwaned, a choice to become a member of blue team will be given to players, nor, spawns with AI blue team, if accepted, the player will randomly spawn as one of them with their loadout. Gives a damage boost to all nearby units.
Cost: 777 unit points
Noble 6
Description: mythic unit. When played, team members will be given a choice to decide to play as one of NOBLE team’s member will their loadout, or else, will spawn will NOBLE team AIs. Each NOBLE team members will get a 25% damage boost and added armor resistance for each member of it that dies. Noble 6 has free access to all UNSC REQs
Cost: 500 unit points
Spartan Jerome
Description: mythic unit. Spawns with his augmented armor and weaponry (from wars 2) as well as with the other members of zeta team (players or AIs). Each team member has a 300% armor over shield.
Cost: 500 unit points
Sergeant Johnson
Description: mythic unit. Will spawn with his prototype armor and weaponry. All team players will have free access to all accessible REQs to their unit as long as he is alive. Cannot be infected by the flood.
Cost: 500 unit points
The Rookie
Description: mythic unit. Spawns with Buck’s ODST team (players or AIs). As long as at least one member if the team is alive, every ground unit can be spawned via ODST drop pod anywhere on the map.
Cost: 400 points
Nuke.
Everyone dies, UNSC wins
Cost: 500 000 unit points
Covenant:
-REQ levels 1
Grunt
Cost: 1 unit point
Jackal
Description: has access to plasma pistols, needlers, covenant carabines, needle rifles and beam rifles
Skills: jackal shield, skrimisher shields, jackal agility, enemy auto-detection
Cost: 5 unit points
Elite
Description: can access all covenant REQs except brute attributed ones
Skills: covenant armor abilities and throwable equipments
Cost: 20 unit points
Bugger
Description: has access to plasma pistols and needlers only. Spawns with 5 AI buggers
Skills: can fly
Brute
Description: elite with no energy shield and extra armor, had access to brute weaponry
Skills: throwable equipments, brute rage (increases melee damage by 150%, only available when armor is damaged)
Cost: 20 unit points
Prophet: supportive commanding unit
Same skills and cost as the UNSC ship commender
Level 2 REQ
Engineer
Description: supportive field unit, gives oversheild to and heals all nearby team units. Cannot be infected by the flood. Cannot attack, unless wounded where a suicide bombing will be available
Cost: 25 unit points
Has the equivalents of the UNSC units on unit variants and their cost and level (same for all other factions)
-Level 5 REQ
Hunter
Will be spawned along an AI hunter. Cannot be infected by the flood.
Cost: 100 unit points
Mythic units:
Arbiter
Will be spawned with a group of honor guard elites AIs. Gives active camo to every nearby team unit. When shield goes under 50%, speed and damage will be boostd by 150%. Spawns with the Bane of Prophets.
Cost: 300 unit points
Jul M’dama
Same as the arbiter except that all team players has free access to their accessible covenant REQs until he dies
Cost: 500 unit points
Scarab
Spawns with 15 passengers random ground unit AIs. There can be a maximum of 2 scarabs on the field.
Cost: 600 unit points
Grunt Goblin
Spawns with 10 AI shielded grunts a maximum of 3 grunt goblins can be on the field.
Cost: 500 unit points
Glassing
Everyone dies, Covenant wins
Cost: 500 000 unit points
Prometheans:
All prometheans cannot be infected by the flood
Level 1 REQ
Soldier
Has access to all basic loadout Forerunner weaponry.
Skills: dash-teleport
Cost: 5 unit points
Crawler
Has access to boltshots, suppressors and binary rifles only. Will spawn with 5 AI crawlers
Cost: 3 unit points
Skill: can crawl on walls and roofs
Watcher
Field supportive unit. Can repair a promethean’s armor, generate an hard light shield to protect them and can catch and throw back grenades. Can fly. Can weakly attack with a boltshot.
Level 3 REQ
Knight
Is equipped with a sword and any Forerunner weapon
Skills: random teleportation (45 sec cooldown) in a 20 meter radius, deploys an AI watcher that can also revive him, all Forerunner armor abilities.
Sentinel
Is equiped with a sentinel beam, can fly
Cortana
Commanding supportive unit
Mythic units:
Warden Eternal (3 variants)
Spawns with a group of 15 random Promethean AI units that can be re-spawned once all defeated. There is no max amount of this unit on the field
Cost: 400/500/600 unit points
The composer
Choose an enemy team. The choosen team will be killed and will become members of the promethean team. Cannot work on the flood.
Cost: 350 000 unit points
Halo activation
Kills all units. The prometheans wins
Cost: 500 000 unit points
Flood
REQ level 1:
Infection form
Will be spawned with 5 infection forms AIs. Can convert almost any unit to the flood (an infected unit will become a Flood version of the same unit as an AI if infected by one, if by player, the player will start playing as a combat form. Can revive combat forms except if too heavily damaged.
Cost: 1 unit point
Combat form
Available only once the first enemy unit gets infected, can infect other units but not take control of them
Cost: 2 to 40 unit points
Carrier form
Available after 10 infected energy units. Supportive field unit. Kamikaze bombs the enemy, liberating 10 infection forms AIs
Cost: 1 unit point
Proto-gravemind:
Only available once at least 50 enemies were infected. Commanding supportive unit. Can only give orders until upgraded to a gravemind, which requires at least 100 infected enemy units and 500 unit points. The gravemind form adds the availability of pure forms as units, the constant infection and pure form Ai unit spawn (1 infection form squad every 5 seconds and one pure form every 15 seconds) that he can take control of if he wants to and a 5% damage boost to all units for each infected enemy unit
Cost: 0 unit point (500 to upgrade)
Pure forms:
Can change forms to adapt to the situation
Cost: 40 unit points
Mythic units
Juggernaut/abomination
Spawns with a group of 25 random flood ground unit AIs
Cost: 350 points
Keymind
Final gravemind upgrade, available once 500 units are infected. All flood units are free. The infection/pure form production is boosted by 300%. You’re -Yoinked!-. You have to wait until all units becomes infected, but other teams cannot win anymore so Flood wins.
Cost:300 000 unit points
So yeah that’s it, if you got to here, thanks, 1st of all lmao and tell me what you think 
So you’re on a team with 16 people and sort of like req points, you can join a certain race? Do you stay on the same team? Sorry, it was a lot, my apologies if I missed how teams work and ultimately win or lose.