Hi, everyone. I would like to start a conversation about how the game type “Invasion” could be resurrected. Let me start by saying that I have spent a TON of time playing Halo over the years and that by far it is my favorite series. That being said, although I classify myself as a purist when it comes to classic halo gameplay, I find myself being very open to new concepts as long as they fall in line with the core concepts of what makes a Halo game what it is. New gameplay ideas MUST be fair, skill-based, and competitive in nature.
General Concept: Anyone who played Halo: Reach is likely to remember the game type “Invasion”. One team plays an offensive roll, attacking objectives or stealing artifacts, while the opposite team plays a defensive roll, protecting objectives or preventing the loss of artifacts. Obviously, this is an asymmetrical game type, being that depending on which team you are on, you have certain advantages/disadvantages. In order for a game mode such as this to be fair, each team must have a chance to attack and defend. So, after one round, the teams switch sides and play a second round. The prominent difference in the Halo: Reach version of invasion and the one that I am suggesting is scale.
Objectives: The objectives in this game mode are map specific. So, a match of invasion of the city streets of New Mombasa would have totally different objectives than a match in the middle of the jungle on a Halo installation. Objectives could range from, “Destroy the 2 covenant communication points” to “Defend the Scarab from enemy forces”. The main point is that in each match there is a SERIES of objectives that each team must attack or defend accordingly. The game ends after the attackers complete all objectives or the defenders hold out long enough. Either the attackers could have a certain amount of lives that are depleted by the defenders, or a time limit could be set to end the game.
Teams: Teams are broken down into smaller fire teams of four members each. I think that roughly six fire teams per team is a good number for this game type. The next question is whether to have each team play as Spartans, or have one play as Spartans while the other plays as Elites.
Spartans vs Spartans: The idea of each team playing as Spartans is an attractive one because it is very straight forward. One team plays as Hot colors, such as red, orange, yellow, while the other plays as Cool colors, like blue, purple, or green. Each fire team would have a certain color, so that you have a red fire team or a blue fire team and etc. Each team has access to the same weapons.
Spartans vs Elites: If one team played as Spartans, while the other played as Elites, a unique style of gameplay is offered. Many players like the idea of playing as Elites in multiplayer. An advantage of this idea is that the individuals of each team could wear custom colors, rather than Hot vs Cold colors. Also, each team would have access to a different set of weapons and vehicles. This is my personal choice between the two.
Spawning: Each team has a base at which spawning is always possible and that enemies cannot enter; bases also serve as armories. When respawning, you have a choice to make. you can either spawn at your base, spawn into the fight on an eligible fire team member, or use an available drop pod. Spawning at one’s base is very straightforward. You spawn and either leave on foot or in a vehicle. If you choose to spawn on a fire team member, that member must meet the following conditions: the player must not be in danger, too close to enemy objectives, or too close to enemy spawn points. When it comes to this option, think Co-op campaign, if your buddy is getting his butt kicked, he must remove himself from combat before you can spawn on him. If you choose to use a drop pod, there firstly must be one available after a cool down timer, the specific map must feature drop pods, and you MUST use it at a certain distance away from your base, as to prevent wasting them too close to home.
Load outs: I know that this term has become a sore subject with many people, but it only makes sense for this game type to incorporate load outs. Load outs will operate on a point system. Essentially different weapons and items have different point values, and you must choose how to spend your points accordingly. EACH PLAYER HAS EVEN POINTS. So, if a player wants to spawn with a sniper rifle, an incredibly powerful power weapon, he must give up other things, such as his primary weapon, grenades, and equipment, as an example only. So, if players are allotted 10 points to spend on spawn, you could either buy many cheap items, or few expensive ones. You can only purchase one item for each “slot”, so only one primary, secondary, grenade type, or equipment. You can’t by 10 pistols or something absurd.
Ordnance: Ordnance items are also rated on the point system. Ordnance points, however, are earned in game by completing objectives or performing exceptionally. If your team is attempting to extract a piece of enemy intelligence, you might have a mongoose or warthog dropped in so that you can make a fast get away. Likewise, you might call in a rocket launcher if you know you are about to face enemy armor. This system is much like Halo 4’s except that it is not random. You select exactly what you want from a list of items that you have EARNED in that match.
Maps: Maps must be LARGE for this game type. Think ODST’s city, or playing a match on a portion of High Charity. If you have ever played games from the Battlefield franchise you know what I mean when I say that the map must be large enough for enemies to be pushed back to the next set of objectives several times.
Shew… Sorry for the long read! If you have comments or questions please leave them below and I will gladly address them. I look forward to your responses! 

