New Gametype Suggestion: "Warzone"

Warzone uses a 32 player count (16v16) in which the teams are given access to vehicles such as pelicans, vultures, and other big map and team vehicles. The catch, is that on the map we have three dominating MAC Platforms for each team to fight over. Once a team captures the platform, it can use it for whatever means it wants to. It’s main purpose however is to score points for each second held, while providing a means to easily dispatch of enemy aircraft.

It should be noted however that shooting at the actual MAC Gun itself will cause damage and should it take too much, it will deactivate and shut down for a full 2 minutes before it is ready for any use again, but it never comes back as strong as the first time.

Max Score: 300

Points per second in the Hill: 1

Player Count: 32

Objective: Take control of the MAC platforms dominating the large maps and hold them for points and means of defense against heavy air units.

Loadouts:
Marksman
-BR85HB Service Rifle
-2 Frags

Engineer
-MA5K Assault Carbine
-M6K Magnum
-1 EMP Grenade

The 2 Loadouts enforce two types of team players:

  1. Supportive/Defensive
  2. Objective/Aggressive

Ideally you have the players with BR’s escort your Engineers to the cannons where they can use their MA5K’s to mop the floors up close with precision users, so your team can claim a gun.

This is honestly Dominion with MACs and preset loadouts. I like the idea, but the only way that this could be included is if it replaces Dominion.

And I’m all in favor of that.

> This is honestly Dominion with MACs and preset loadouts. I like the idea, but the only way that this could be included is if it replaces Dominion.
>
> And I’m all in favor of that.

It was meant to bridge the gap between Invasion and Dominion, but if it is better off replacing Dominion I guess that’s fine.

So what do you guys think?

I give it a “yay”

Map Concept as a point of reference.

Assuming 16v16, we will need to segment our maps, otherwise sightlines will be way too massive for any infantry combat to occur. At the same time, we want the map itself to be rather large so vehicles actually come into play.

I feel the best way to accomplish this is to have our 16v16 maps styled as winding canyons, such as the one pictured above.

As for the Mac Cannons, I’ve decided to place one in each base, and one in the middle. Control of the middle Mac Cannon will be crucial for halting enemy movement, while the ones at your base are a last minute resort.

I think the most balanced way to do this is:
-Have the middle Mac Cannon able to switch sides based on who controls it.
-Have the base Mac Cannons only able to be disabled by the enemy.

Now this is only with Pelicans and other such aircraft in mind. As you can imagine, Mac Cannons are mainly Anti Air units and wouldn’t work well on vehicles like Mammoths/Elephants. For those we need something entirely different.

i want a mode similar to this. i’d rather have one mac cannon on map to fight over but with all the big weapons and vehicles for it to attack/attack it. i like the idea of after putting enough damage on it you have to wait for it to repair itself. i’d also like for there to be a slayer and objective variant with the objective one playing similar to invasion where once you complete first one you move on to a completely different objective. you could bring in some the favorite vehicles from halo wars, bring back weapons like the missile pod and target locator, and whatever cool new ones they might come up with(ex maybe a gauss handheld weapon.) also not feeling the classes i’d say either equal starts or limited loadout options where you choose your primary maybe your secondary provided they change them up for halo 4, but everyone would have 2 frags while all other grenades be found on map. no perks and i’d be ok with armor abilities being in loadouts if they dumb them down otherwise they should be on map too. also i’d like a spartan vs elite variant like invasion.

I can see this being very fun, defiantly a thumbs up for this gametype :slight_smile:

> Map Concept as a point of reference.
>
> Assuming 16v16, we will need to segment our maps, otherwise sightlines will be way too massive for any infantry combat to occur. At the same time, we want the map itself to be rather large so vehicles actually come into play.
>
> I feel the best way to accomplish this is to have our 16v16 maps styled as winding canyons, such as the one pictured above.
>
> As for the Mac Cannons, I’ve decided to place one in each base, and one in the middle. Control of the middle Mac Cannon will be crucial for halting enemy movement, while the ones at your base are a last minute resort.
>
> I think the most balanced way to do this is:
> -Have the middle Mac Cannon able to switch sides based on who controls it.
> -Have the base Mac Cannons only able to be disabled by the enemy.
>
> Now this is only with Pelicans and other such aircraft in mind. As you can imagine, Mac Cannons are mainly Anti Air units and wouldn’t work well on vehicles like Mammoths/Elephants. For those we need something entirely different.

I agree with everything you said. I’d like to add however that winding canyons shouldn’t be our only choice, but we could add cliffs such as the ones featured in Reach’s “Tip of the Spear”.

Also to counter heavy ground vehicles such as the Elephant/Mammoth, we include uber air-units such as the Pelican and vulture which dish out massive damage and are especially good at taking out the enemy elephant/mammoths.

@Mnkymn89:

The preset loadouts are crucial to balance the teams, and the two existing playstyles which are defender and attacker.

The precision loadout is designed to help defenders get into the MAC platforms while the automatic loadout is designed to be more adept at clearing and defending a MAC platform from intruders.

I’ll reiterate the reason again that I strongly advise against personal loadouts for this gametype mainly to preserve balance. It’d have the same effect as adding PL’s to Invasion. The balance would be non-existent, and I guarantee you defenders would always win.

Same applies here.

What’s the charge/cool down time for the cannons? Vultures take a lot of crew I’d imagine, a single full-stocked Vulture getting blown in half by the MAC could wipe out near the entire team.

> What’s the charge/cool down time for the cannons? Vultures take a lot of crew I’d imagine, a single full-stocked Vulture getting blown in half by the MAC could wipe out near the entire team.

I actually don’t even know how much the Vulture’s crew holds. But I see your point. I figured this is kind of a risk/reward thing. Faster transport and lots of damage is great for wrecking elephants and deploying teammates, but you need to watch out for the enemy’s MACs.

@Mnkymn89:

The preset loadouts are crucial to balance the teams, and the two existing playstyles which are defender and attacker.

The precision loadout is designed to help defenders get into the MAC platforms while the automatic loadout is designed to be more adept at clearing and defending a MAC platform from intruders.

I’ll reiterate the reason again that I strongly advise against personal loadouts for this gametype mainly to preserve balance. It’d have the same effect as adding PL’s to Invasion. The balance would be non-existent, and I guarantee you defenders would always win.

Same applies here.

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i can agree with your thoughts on personal loadouts as i have a similar mindset but after halo 4 i have my doubts about them going back to equal starts or preset loadouts and if they do return i’d like them to be how i described above. however i dont agree that the two preset loadouts are crucial to balanace. if they do equal starts or dumbed down personal loadouts where that only effect your weapons(ex primary being precision secondary being automatic) and still have weapons, vehicles, equipment/armor abilites on map in a balanced way there shouldnt be an issue. that way everyone can attack or defend from the start as opposed to being limited at the start of the match because of the class you choose and its this reason that i dont want to see classes in halo. its not a deal breaker at least in the way you’ve described it but i’d rather it not go down this route.