> It’s quite a long thread, but I’m sure it’s enjoyable.
Favorite this thread, you know you want to. I doubt you’ll be able to read it all in one sitting.
*IF YOU CHECK BACK HERE OFTEN:
-Some links will be broken, this thread was transcripted and edited from Bnet, they will be fixed.
After an entire year in the making (of procrastination) I’ve edited this thread, deleted, added and relocated sections.
I’m taking a break.
(This thread covers many features, from campaign to forge)
I was thinking of Nzi(The actual word is blocked) zombies in CoD, and I wondered if Halo could integrate this, and I get an idea…
Flood. Yes, the flood! How could this not be a gamemode yet? It’s an amazing idea, floodfight.
It’s not in the firefight playlist, it’s in a separate section, or (as I anticipate) floodfight would be chosen over normal firefight.
If you haven’t figured it out yet, this new playlist will be centered around fighting the flood.
I have a few ideas- but first of all: Floodfight isn’t target practice. The flood are (is? Flood is singular, but in this context…) relentless.
Flood music in Defense gametypes, something exciting to the senses, such as Reclaimer. In Halo 2 driving the spectre with Reclaimer in the background was one of my favorite moments in Halo 2.
Elements of the game:
Just like invasion slayer, if an objective is held for long enough against the flood, you receive a reward.
In floodfight, it’s just slightly different- Capture zones further out from where you started give better rewards. Does not apply in infestation/escape gametype. (Explained later)
Vehicles= A flaming, heavily damaged and seemingly infected pelican (Or whatever we have as transport) drops off your prize for certain objectives. If you watch, it will crash before clearing the horizon.
Troops= ODST’s drop in from HEV’s, If the player(s) is an elite, a few elites might come instead. Both ODST and elite can be infected if they are not kept safe, as well players.
-Using the D-pad, the player should have the ability to direct low-value allies that have joined. (This is probably one of the more unimportant features) I would say four grunts, one for each player, or either eight, two for one.
Weapons= Ordnance drops are made by longswords, the longsword will streak past you, ditching your prize up to 40-feet away. The longsword will streak past extremely close to the ground, it’s simply more exciting if it were closer.
-Dead players can be infected by flood spores.
-Another thing, every reward should be earned. there can’t be free, worthless ODST drops, the player feels no need to protect, care, or has a sense of ownership.
Before I go into gametypes, this idea may be a little too radical for some, but I always felt if a spore got you from behind it should infect you, especially with four players and possible AI on your team.
Floodfight is an outdoors kind of game, indoors in infestation/escape is unacceptable, although defense could have one or two indoors maps.
Defense-Easy enough to understand, it’s like firefight, survive in your compound, but map direction is anything but random. The defense area should be nice and cozy, like Crater on heroic. In Defense, there are also many much-needed breaks that allow player(s) to just barely retrieve a weapon (just like in ODST firefight) or venture out further and try to grab (and defend against a momentarily stronger wave of flood) a few allies from a drop. Another featurem, is a flood-colored fog a distance out of the compound players are in, the distance a player can see through the fog is about half of what you can see in lone wolf.
Escape! -Escape would be based around the general idea of the last mission of Halo CE and Halo 3. Unlike infestation, there is no stockpile of weapons in the beginning, but players spawn with a set vehicles in order to drive to the destination. BUT- The maps, and the goal of the gametype should be designed nowhere similar to the CE and 3’s last mission. This shouldn’t be any sort of damn maze with an objective you have to get to, or a map with hundreds of buildings, structures should be minimal, unless you are fighting IN one. I really like the idea of a simple, really flat countryside with the dense flood-colored fog surrounding you, you can’t see very far. Why? Your goal isn’t to get the hell out of there as soon as possible with a timer mocking you as you go. Floodfight in general is not campaign. This is different in a way, because in campaign Escape would become a race, with flood added for no reason other than environment. So what happens? The flood is disregarded. All the stress goes onto racing as fast as you can. Anyways, this infestation/escape gametype can be integrated in a variety of ways, and if so, I’m particularly interested to see how well 343 takes it, and how far -Hopefully not off a cliff, but… perhaps 343’ll find better at the bottom, this escape concept was written a little vague on purpose.
(The trick to not turning this into a racing game is to not put the objective on HUD. The path should be rather obvious, or there could be less flood-colored fog in the direction your objective is in)
Infestation: This is Escape!, but on foot. Call it a mix between defence and escape, since there’s a certain place you will need to get to but on foot, assisted with a small stockpile. This is the gametype where your team is advancing slowly through a long, continuous attack of flood from inside fog, and no- this isn’t the 150-meter-away fog. Depending on map and location, this could very well be the motion tracker sees them before you do kind of fog.