Sangheili (Elites) In New Trilogy Matchmaking (Part 1)

> <mark>In my opinion i believe that the whole “canon” multiplayer should be tossed out the</mark>
> <mark>window…</mark>
>
> -Return halo multiplayer to its core and build off it there.
> -Keep classic playlists and game-modes and have infinity(or whatever it will be called in the next game) slayer as well.
> -allow elite player models (in addition add elite slayer like halo reach)
> -allow a greater diversity of elite customization as well as spartans
> -PLEASE PLEASE PLEASE return elites to their cool, blue/grey, smooth skin look.
>
> Might as well throw this in as well:
>
> -full custom game-mode settings like in reach
> -proper file share
> -allow us to be able to render saved clips and images in file share on our PC’s
> it would make filming and editing waaay easier especially for machinima makers
> instead of having to buy capture hardware

Or we could keep MP canon, have Arbiter introduced, have his men work on Infinity and then my Spartan can have Elite friends and we could go on missions together. Smiles all around!

Not a bad idea good thinking dude :slight_smile:

However seeing as the novels state that the situation is very tense with elites and humans I doubt that would happen…

I think chief will be the key to peace between sanghelli and humanity

Ohhh and please add arbiter armor as a pre-order bonus

Hopefully arby and his elites will resemble their halo 3 selves instead of looking like Jul

curious, how many non affiliated Sangheili here are still on Reach fighting for whoe ver asks them to?

Personally I would love for the Arbiter to work hand in hand with the Infinity, the Canon makes it hard for most of humanity to trust them. But if it’s just the Infinity and they really need Elite assistance, I could see it fitting. Also, the Arbiter could stand to rejoin Master Chief, along with his Ascetic comrade from Uprising, and some named Spartan VI, who would become the new Coop characters. In single player they would all be NPCs who appear from time to time and help, much like the Arbiter did in Halo 3.

Then the Arbiter’s sangheili would work aboard the Infinity, assisting in Spartan Ops missions and Infinity simulation training. These Elites would become player characters for the ones who choose them.

> Personally I would love for the Arbiter to work hand in hand with the Infinity, the Canon makes it hard for most of humanity to trust them. But if it’s just the Infinity and they really need Elite assistance, I could see it fitting. Also, the Arbiter could stand to rejoin Master Chief, along with his Ascetic comrade from Uprising, and some named Spartan VI, who would become the new Coop characters. In single player they would all be NPCs who appear from time to time and help, much like the Arbiter did in Halo 3.
>
> Then the Arbiter’s sangheili would work aboard the Infinity, assisting in Spartan Ops missions and Infinity simulation training. These Elites would become player characters for the ones who choose them.

At that point we could see the UNSC allowing the more trusted of these specific Elites begin to get human upgrades to their armor some looking like Human pieces and others changed into Sangheili looking pieces. They could even possibly begin the possibility of very few Elites being allowed to join the Spartan program under a different name. Of course due to MP balancing these Elites would only be played by AI or by a Human Juggernaut in the Juggernaut game-type if it made a return.

Also because Arbiter seems to be Chief’s friend we might see Chief take on a bit of a Sangheili style later on in some pieces of his armor whilst other pieces remaining completely Human. He could become a symbol of unity between Sangheili and Humans.

> > Personally I would love for the Arbiter to work hand in hand with the Infinity, the Canon makes it hard for most of humanity to trust them. But if it’s just the Infinity and they really need Elite assistance, I could see it fitting. Also, the Arbiter could stand to rejoin Master Chief, along with his Ascetic comrade from Uprising, and some named Spartan VI, who would become the new Coop characters. In single player they would all be NPCs who appear from time to time and help, much like the Arbiter did in Halo 3.
> >
> > Then the Arbiter’s sangheili would work aboard the Infinity, assisting in Spartan Ops missions and Infinity simulation training. These Elites would become player characters for the ones who choose them.
>
> At that point we could see the UNSC allowing the more trusted of these specific Elites begin to get human upgrades to their armor some looking like Human pieces and others changed into Sangheili looking pieces. They could even possibly begin the possibility of very few Elites being allowed to join the Spartan program under a different name. Of course due to MP balancing these Elites would only be played by AI or by a Human Juggernaut in the Juggernaut game-type if it made a return.
>
> Also because Arbiter seems to be Chief’s friend we might see Chief take on a bit of a Sangheili style later on in some pieces of his armor whilst other pieces remaining completely Human. He could become a symbol of unity between Sangheili and Humans.

I don’t see any reason to have Elites need to join the Spartan program itself. Their body chemistry is too different for standard Spartan upgrades to work on them without being fatal, an entirely new program would need to launch. Also, Elites are extremely traditionalist, it’s hard to imagine they’d want to become new Spartans, or wear UNSC technology on their armour.

There wouldn’t need to be MP balancing, just stand them straight up, scale the size of their model down so they match a Spartan’s height, and give them the same player traits.

I’m not to keen on the idea of augmented Elites. I just don’t see much reason to do it.

But as for Sangheili wearing UNSC style armor, well I actually brought up a similar idea in the Universe section a while back. The idea wasn’t to well received but I’d like to see what you guys think.

With the beginning of MJOLNIR GEN2 the UNSC started paying private companies to build new variants of MJOLNIR.

Now what if they hired a new private company to make new variants of MJOLNIR in Halo 5 but this company just happened to not be lead by Humans?

What if there were a Sangheili keep that created armor variants for MJOLNIR and sold them to us? Then the SIVs could have Sangheili designed armor!

And why stop there? We could have the Human private companies create armor variants for the Sangheili working on Infinity too.

And if things go well with Lydus then maybe we can have the same thing going there as well. The Sangheili and UNSC could build armor variants for the Jiralhanae and they can build armor variants for us.

Now just to make things clear because this is where the idea went downhill last time. The armor variants that are being sold are purely cosmetic. The Human companies aren’t going to be selling MJOLNIR to anybody, they’re just going to be selling new variants of existing armor technology so they’ll be selling things like helmets and shoulder plates. The groups buying the armor variants will have no new advantage other then having a new source of armor variants for their soldiers.

> Not a bad idea good thinking dude :slight_smile:
>
> However seeing as the novels state that the situation is very tense with elites and humans I doubt that would happen…
>
> I think chief will be the key to peace between sanghelli and humanity
>
>
> Ohhh and please add arbiter armor as a pre-order bonus
>
> Hopefully arby and his elites will resemble their halo 3 selves instead of looking like Jul

I completely agree with you.As we have seen,the pre-ordered limited edition Sangheili Field Officer officer in Reach did disappoint a few.Well,me at least.Though you can show it off to other players,and is technically speaking the rarest Sangheili armour permutation in Halo history so far,its not enough of a status symbol.Its canonical rank within the Covenant is extremely low and does not hold a prestigious position in the Covenant military,unlike Generals,Zealots,and Field Marshalls.All future limited edition Sangheili armour should be of a high rank,for example,an Honour Guardsmen.

I’ve spotted a few, and of course mostly on the leftovers of Invasion. Probably those like myself, eagerly await our return, but stalk the shadows, watching silently.
I seem to return to Reach for my peace of mind, still love the game no matter the hate it got. Invasion still is my Favorite Playlist.

> > Not a bad idea good thinking dude :slight_smile:
> >
> > However seeing as the novels state that the situation is very tense with elites and humans I doubt that would happen…
> >
> > I think chief will be the key to peace between sanghelli and humanity
> >
> >
> > Ohhh and please add arbiter armor as a pre-order bonus
> >
> > Hopefully arby and his elites will resemble their halo 3 selves instead of looking like Jul
>
> I completely agree with you.As we have seen,the pre-ordered limited edition Sangheili Field Officer officer in Reach did disappoint a few.Well,me at least.Though you can show it off to other players,and is technically speaking the rarest Sangheili armour permutation in Halo history so far,its not enough of a status symbol.Its canonical rank within the Covenant is extremely low and does not hold a prestigious position in the Covenant military,unlike Generals,Zealots,and Field Marshalls.All future limited edition Sangheili armour should be of a high rank,for example,an Honour Guardsmen.

I know I’m nit-picking at this point. But please try to refrain from adding the word “man” to the end of Honour Guard. An “Honour Guardsman” implies that it is a man, or human being. The term Honour Guard (which is the only term ever used in Halo media to describe the rank, never using “man”), is far more accurate, simply implying a “guardian of honour”.

My avatar was never an elite but I’d love to see invasion make a comeback.

Woah man its been awhile sense I came here.

I wonder what they could do for the Elites in this Halo?

> I’ve spotted a few, and of course mostly on the leftovers of Invasion. Probably those like myself, eagerly await our return, but stalk the shadows, watching silently.
> I seem to return to Reach for my peace of mind, still love the game no matter the hate it got. Invasion still is my Favorite Playlist.

Hear you on that! Always fun to help our Fleet bound brothers when they need it eh?

Well Escalation 2 came out, it really does seem there is a variance in Sangheili as well as Kig-yar. Which I find quite interesting.

It comes down to diversity adding more fun and holding attention longer. I really hope they add Elites into matchmaking again, or for the first time depending on how you look at it.

Just wondering,but how do other members of the community hear of this thread.It kind of amazes me of the support we’re getting.And being after awhile after I watched part 9 of the Halo machinima series Rise Of The Spartans,I recalled a post by Sgt Rorschach,someone whom voice acted for Perseus in Rise Of The Spartans and decided to go look for it.Looking at his profile and his most recent posts,I pinpointed the specific page on which he posted.Page 391 of this thread,truly a one to behold,and if not the most prominent page in this thread,for it was here that a somebody actually started noticing us,someone somewhat prominent in the community.We should all bookmark it,as a tribute.

Indeed!
Also read Escalation, and noticed it. The banshees as well, one of them was the older model, and the other was the remade model.
Would be nice to have vehicle “skins.” Just a thought.

> Indeed!
> Also read Escalation, and noticed it. The banshees as well, one of them was the older model, and the other was the remade model.
> Would be nice to have vehicle “skins.” Just a thought.

It would be very interesting for them to be separate models used for different types of airspace. Perhaps the older model would serve as more of a long range fighter, designed for strafing runs against infantry. Having a much faster boost and map-crossing capability. With more emphasis on Plasma Cannon use, giving them a higher rate of fire than the other model, the Fuel Rod would have a smaller blast radius, and act more as extra support for attacking ground vehicles dealing slightly below medium damage to them (when attacking a Warthog with a Banshee, the Fuel Rod would be most useful to flip it so you can bide time while you loop around and finish them off with Plasma Cannons, since it would take 3 Fuel Rods to blow one up). Since this model would be designed best for dealing with Infantry, using your speed you can target groups of enemies from decent range, and start pumping Plasma into them while you fly past, taking down as many as possible, once you reach the “overhead” point you might opt to fire a Fuel Rod into their radius to clean up any you softened but didn’t take out.

The Reach/H4 model would instead act as a close-airspace anti-aircraft fighter/bomber. With far less velocity when boosting, but better handling, and better ‘hovering’ capability (basically it can move much slower while LT is in rest) and faster manoeuvring tricks. The Plasma Cannon wouldn’t be nearly as effective, but the Fuel Rod blast would have a good blast radius, and more power, especially against vehicles, combining the Fuel Rod with your better manoeuvring against a Warthog would allow you to destroy the vehicle fairly easily if you get the jump on it, only requiring 2 blasts to blow it up. Against Infantry the Plasma would be far less effective, when they you spot a group from decent range like the example above, you’ll have more time to work with, but far less Plasma Cannon fire, so you might opt to picking them off as best you can with bombs. You won’t likely kill nearly as many this way though, due to your low rate of fire. And will have to use your flips and rolls often to avoid taking as much damage as possible.

On both Banshees the Fuel Rod should take a while to reload, we don’t need another Reach Banshee on our hands. And both Banshees will take similar damage from all forms of enemy attack. The Anti-Infantry Banshee will use it’s ability to hit and run to avoid damage as much as possible, clearing out infantry quickly to reduce the amount of incoming fire, as well as presenting much smaller windows of opportunity for attack. The Anti-Vehicle Banshee will use it’s tricks to dodge as much fire as possible, but will ultimately prove more vulnerable because it will be stuck within field of fire for longer periods of time, and can’t clear out enemies on foot as quickly.

The old model Banshee is very likely to lost a dogfight against the new model Banshee, as the new model’s handling allows them better opportunities for attack, and better evasion. Likewise the new Banshee will hold it’s own better against Hornets or Falcons because of the same principles. As an added bonus in anti-vehicular combat, the Bomber Model’s Fuel Rod will have lock on, while the Jet Model would rely more on range and Plasma Cannon damage at range, with the Fuel Rod only being effective as an option for close quarters.

The Jet Model should retain it’s ability to replace the Melee Button with the Fuel Rod attack, like it had in Halo 2’s Campaign, and Halo 3. While the Bomber would have to alternate between them like it does in Halo Reach and 4.

> > Indeed!
> > Also read Escalation, and noticed it. The banshees as well, one of them was the older model, and the other was the remade model.
> > Would be nice to have vehicle “skins.” Just a thought.
>
> It would be very interesting for them to be separate models used for different types of airspace. Perhaps the older model would serve as more of a long range fighter, designed for strafing runs against infantry. Having a much faster boost and map-crossing capability. With more emphasis on Plasma Cannon use, giving them a higher rate of fire than the other model, the Fuel Rod would have a smaller blast radius, and act more as extra support for attacking ground vehicles dealing slightly below medium damage to them (when attacking a Warthog with a Banshee, the Fuel Rod would be most useful to flip it so you can bide time while you loop around and finish them off with Plasma Cannons, since it would take 3 Fuel Rods to blow one up). Since this model would be designed best for dealing with Infantry, using your speed you can target groups of enemies from decent range, and start pumping Plasma into them while you fly past, taking down as many as possible, once you reach the “overhead” point you might opt to fire a Fuel Rod into their radius to clean up any you softened but didn’t take out.
>
> The Reach/H4 model would instead act as a close-airspace anti-aircraft fighter/bomber. With far less velocity when boosting, but better handling, and better ‘hovering’ capability (basically it can move much slower while LT is in rest) and faster manoeuvring tricks. The Plasma Cannon wouldn’t be nearly as effective, but the Fuel Rod blast would have a good blast radius, and more power, especially against vehicles, combining the Fuel Rod with your better manoeuvring against a Warthog would allow you to destroy the vehicle fairly easily if you get the jump on it, only requiring 2 blasts to blow it up. Against Infantry the Plasma would be far less effective, when they you spot a group from decent range like the example above, you’ll have more time to work with, but far less Plasma Cannon fire, so you might opt to picking them off as best you can with bombs. You won’t likely kill nearly as many this way though, due to your low rate of fire. And will have to use your flips and rolls often to avoid taking as much damage as possible.
>
> On both Banshees the Fuel Rod should take a while to reload, we don’t need another Reach Banshee on our hands. And both Banshees will take similar damage from all forms of enemy attack. The Anti-Infantry Banshee will use it’s ability to hit and run to avoid damage as much as possible, clearing out infantry quickly to reduce the amount of incoming fire, as well as presenting much smaller windows of opportunity for attack. The Anti-Vehicle Banshee will use it’s tricks to dodge as much fire as possible, but will ultimately prove more vulnerable because it will be stuck within field of fire for longer periods of time, and can’t clear out enemies on foot as quickly.
>
> The old model Banshee is very likely to lost a dogfight against the new model Banshee, as the new model’s handling allows them better opportunities for attack, and better evasion. Likewise the new Banshee will hold it’s own better against Hornets or Falcons because of the same principles. As an added bonus in anti-vehicular combat, the Bomber Model’s Fuel Rod will have lock on, while the Jet Model would rely more on range and Plasma Cannon damage at range, with the Fuel Rod only being effective as an option for close quarters.
>
> The Jet Model should retain it’s ability to replace the Melee Button with the Fuel Rod attack, like it had in Halo 2’s Campaign, and Halo 3. While the Bomber would have to alternate between them like it does in Halo Reach and 4.

Sounds interesting. The same could be done for many other vehicles. Such as a mongoose that has dual guns for the passenger to use, these two could anything from rockets to snipers, they could be chosen by going into settings. Could have the Halo fuel rod wraith make an appearance. I’m really enjoying the idea of MP troop deployment in Halo Xbox One though. I can imagine a team of Elites/Spartans getting in a phantom and dropping off nearby the enemy base, but not too close in order not to get hit by anti-air, then attempting to capture the enemy flag (maybe Elites would have an advantage with covenant vehicles and Spartans would have an advantage with UNSC vehicles). The phantom could have different variants so that it could be equipped with large energy melee weapons in order to ram other vehicles, as well as the positions of those weapons would affect how easily land vehicles and air vehicles could be hit. I can also start to see the possibility of drop pods as a new way to spawn in Halo. As soon as you died you would spawn in drop pod and the duration of the drop would be the re-spawn timer. The drop pod could land at a fixed position or be made to land in a chosen radius around a spawn. Old fashioned spawns would stay for indoors as well as providing options a drop pod spawn would not. Elites and Spartans could choose if they dropped from a UNSC ship or from a Sangheili ship. Maybe they could have a map above the map so that teams would fight for spawn ships in order to have spawns that give unique advantages on the battlefield below. Backing up to vehicle variants, what about weapon variants? Maybe an energy sword that has a longer reach but doesn’t last as long, or a brute hammer that does little damage but has much more powerful gravitational manipulation. I can see this all happening with the new abilities of the Xbox One. I know I already stated some of these, but just think of it as a revised summary version. Pretty much taking my old ideas and making them better.

> > > Indeed!
> > > Also read Escalation, and noticed it. The banshees as well, one of them was the older model, and the other was the remade model.
> > > Would be nice to have vehicle “skins.” Just a thought.
> >
> > It would be very interesting for them to be separate models used for different types of airspace. Perhaps the older model would serve as more of a long range fighter, designed for strafing runs against infantry. Having a much faster boost and map-crossing capability. With more emphasis on Plasma Cannon use, giving them a higher rate of fire than the other model, the Fuel Rod would have a smaller blast radius, and act more as extra support for attacking ground vehicles dealing slightly below medium damage to them (when attacking a Warthog with a Banshee, the Fuel Rod would be most useful to flip it so you can bide time while you loop around and finish them off with Plasma Cannons, since it would take 3 Fuel Rods to blow one up). Since this model would be designed best for dealing with Infantry, using your speed you can target groups of enemies from decent range, and start pumping Plasma into them while you fly past, taking down as many as possible, once you reach the “overhead” point you might opt to fire a Fuel Rod into their radius to clean up any you softened but didn’t take out.
> >
> > The Reach/H4 model would instead act as a close-airspace anti-aircraft fighter/bomber. With far less velocity when boosting, but better handling, and better ‘hovering’ capability (basically it can move much slower while LT is in rest) and faster manoeuvring tricks. The Plasma Cannon wouldn’t be nearly as effective, but the Fuel Rod blast would have a good blast radius, and more power, especially against vehicles, combining the Fuel Rod with your better manoeuvring against a Warthog would allow you to destroy the vehicle fairly easily if you get the jump on it, only requiring 2 blasts to blow it up. Against Infantry the Plasma would be far less effective, when they you spot a group from decent range like the example above, you’ll have more time to work with, but far less Plasma Cannon fire, so you might opt to picking them off as best you can with bombs. You won’t likely kill nearly as many this way though, due to your low rate of fire. And will have to use your flips and rolls often to avoid taking as much damage as possible.
> >
> > On both Banshees the Fuel Rod should take a while to reload, we don’t need another Reach Banshee on our hands. And both Banshees will take similar damage from all forms of enemy attack. The Anti-Infantry Banshee will use it’s ability to hit and run to avoid damage as much as possible, clearing out infantry quickly to reduce the amount of incoming fire, as well as presenting much smaller windows of opportunity for attack. The Anti-Vehicle Banshee will use it’s tricks to dodge as much fire as possible, but will ultimately prove more vulnerable because it will be stuck within field of fire for longer periods of time, and can’t clear out enemies on foot as quickly.
> >
> > The old model Banshee is very likely to lost a dogfight against the new model Banshee, as the new model’s handling allows them better opportunities for attack, and better evasion. Likewise the new Banshee will hold it’s own better against Hornets or Falcons because of the same principles. As an added bonus in anti-vehicular combat, the Bomber Model’s Fuel Rod will have lock on, while the Jet Model would rely more on range and Plasma Cannon damage at range, with the Fuel Rod only being effective as an option for close quarters.
> >
> > The Jet Model should retain it’s ability to replace the Melee Button with the Fuel Rod attack, like it had in Halo 2’s Campaign, and Halo 3. While the Bomber would have to alternate between them like it does in Halo Reach and 4.
>
> Sounds interesting. The same could be done for many other vehicles. Such as a mongoose that has dual guns for the passenger to use, these two could anything from rockets to snipers, they could be chosen by going into settings. Could have the Halo fuel rod wraith make an appearance. I’m really enjoying the idea of MP troop deployment in Halo Xbox One though. I can imagine a team of Elites/Spartans getting in a phantom and dropping off nearby the enemy base, but not too close in order not to get hit by anti-air, then attempting to capture the enemy flag (maybe Elites would have an advantage with covenant vehicles and Spartans would have an advantage with UNSC vehicles). The phantom could have different variants so that it could be equipped with large energy melee weapons in order to ram other vehicles, as well as the positions of those weapons would affect how easily land vehicles and air vehicles could be hit. I can also start to see the possibility of drop pods as a new way to spawn in Halo. As soon as you died you would spawn in drop pod and the duration of the drop would be the re-spawn timer. The drop pod could land at a fixed position or be made to land in a chosen radius around a spawn. Old fashioned spawns would stay for indoors as well as providing options a drop pod spawn would not. Elites and Spartans could choose if they dropped from a UNSC ship or from a Sangheili ship. Maybe they could have a map above the map so that teams would fight for spawn ships in order to have spawns that give unique advantages on the battlefield below. Backing up to vehicle variants, what about weapon variants? Maybe an energy sword that has a longer reach but doesn’t last as long, or a brute hammer that does little damage but has much more powerful gravitational manipulation. I can see this all happening with the new abilities of the Xbox One. I know I already stated some of these, but just think of it as a revised summary version. Pretty much taking my old ideas and making them better.

I could definitely see Invasion returning on a slightly larger scale with these measures implemented.Especially with the Banshee,having different models dedicated to different tasks much like real life ground attack aircraft.It’d also be good with balance,although I must admit my guilty pleasure of occasionally taking a Banshee on Reach and just gunning people down,and having that amazing agility and rate of fire on the Fuel Rod in flight.I’d also like to see it retextured as I really missed Reach’s colour scheme with that green outer shell.If possible,I’d like to see the exoatmespheric variant of the Banshee being included.That model has boost constantly engaged as we have seen in active combat and would be less suitable for ground support,but it’d be great for strafing runs and quick ‘boom n zoom’ and ‘shoot and scoot’ tactics.For that one to be included in multiplayer matchmaking whilst maintaining balance,we could remove its Fuel Rod cannon,much like how they removed the Hornet’s heat-seeking missiles in Halo 3.And supplementing this decrease in firepower by replacing those Class-2 energy guns with the more powerful variant found on the AA Shade turret,whom’s shots dissipate after distance,making the vehicle only effective at closer ranges.And those swept back wings,majestic.