The Evolution of Spartan Ops and Firefight...

Okay Fanbase,
I have sat tirelessly for a while writing this up… and believe this to be the successor that 343 Industries should do for the third mode… Campaign, Multiplayer, Ahem Insert Name Here Ahem?

> Please vote in the poll, on what you think and also comment thanks.

  • I like this idea, very great work, 343 Industries really needs to base the next iteration on this article. (please comment)- I like the concept, however I have questions. (please comment)- I do not like the concept, however there are some features that could be well received. (please comment)- This is a horrible idea! **(please comment)**Note: Halo: Eclipse is a placeholder name.

During the emergence of the Halo Franchise a problem has always been around… what can the developers do to appease fans and is an innovative experience; which is different from competitive player vs player multiplayer, and the story-driven campaign. The answer is an interactive co-operative experience… and so the third mode argument was born.

> During the course of Halo 3: ODST and Halo: Reach, Bungie attempted a survival-based game mode, with waves, rounds and sets… it was called Firefight. The idea was for four players to co-operatively hold out against the Covenant Empire, with different weapons and vehicles, using teamwork and strategy… Halo 3: ODST had the players playing weakened ODST, with limited ammunition, weaponry and vehicles, which activated the teamwork and mortality survival feel; however, Halo: Reach took this mode and almost did a U-turn turning it into an arcade mode that lost the core of the survival and teamwork… because players were now Spartan-IIIs, and had load outs and armour abilities… making the mode seems ultimately too different and easy, thus losing the original concept of the game mode.

And so the search had thus begun once again…

> During the course of Halo 4, 343 Industries had an innovative and new idea, a side episodic story-mode which interacted players custom Spartan-IVs into the Halo Universe, this was known as Spartan Ops. The idea was for the players to feel immersed in the Halo universe and complete missions as Spartan-IV Fireteam Crimson, aboard the UNSC Infinity. The game mode had plenty of potential, it had CGI cut scenes of Halo: Infinity; new missions, in different locations with new objectives; new enemies, vehicles and weapons; and a fantastic plot… however it got redundant fast… due to repeated events and repeated locations, which ultimately ended the production of Spartan Ops, at least for now…

So we still have the real problem of how to really make the interactive, innovative and co-operative experience require to really fill that hole in the halo menu board…

> Here is my theory, using both the previous ideas, a new one can be established which sticks to one simple measurement… keep the basics and hold to the concept of immersion, interactivity, innovation and co-operative play… and so Halo: Eclipse was born!

Halo: Eclipse will basically adhere to the base aspects… immersion, interaction, innovation and co-operative play… and be a massive-multiplayer mode that is mostly held on the UNSC Infinity, as well as unique locations from time to time. It has many different things to do… ranging from combat to communication, learning about and interaction with the Halo Universe… this game mode will really be something to admire and is the future of what games should be… both fun and social.

  • UNSC Infinity (Tower/HUB)- Roaming and Research (Interaction, Innovation and Immersion)

> So as your Spartan you can traverse the UNSC Infinity, see the ships different rooms and sections, research into the vehicles, weapons, NPC (Non-Playable Characters), casting characters, past story artifacts, armour permutations, pieces around the UNSC Infinity, technology databases, biographies on characters and species, terminals… etc. in other words a large interactive and localized encyclopaedia on recent canon in the Halo Universe… which could be continually updated… perhaps some small easter eggs could be added to?

  • Communication and Relations (Interaction, Innovation, Co-operative and Immersion)

> As well as the feature to gain more canonical information, players can interact and communicate with their fellow Spartan players, aboard the UNSC Infinity, like talking via their xbox one headsets or use pre-set emotes.

  • Combat and Training (Interaction, Innovation, Co-operative and Immersion)

> Something quite cool could be there are unique events each month, to continually bring players back for a new drama… ranging from assaulting an enemy stronghold or vessel, to capturing an enemy target or artifact? The event would be an overall teamwork situation… where there are specific missions which are completed by Spartans, over the course of the whole month, thus weakening the enemy, once players have diminished enemy forces enough they are audible to participate in the final encounter scenario… which is to take down strongholds, ships… yep space battle, capturing the artifact or even verse a boss figure? Spartans would be able to know how strong an enemy is by the indicator percentage of their forces, located on various terminals on the UNSC Infinity.

  • Missions (Raids)- Objectives (Co-operative, Innovation, Immersion and Interaction)

> Now the main section is covered, the missions that require weakening an enemy force, could range from combat situations involving a VIP (Very-Important-Person), to which needs to be escorted and extracted; to disabling an enemy power core and recovering it; to holding a location for a duration until extraction or assistance… The missions would only require teams of four Spartans, and so multiple missions can be completed at any one time… thus adding to the overall teamwork of the Spartan company. Apart from the main objectives, some side objectives like destroy a weapon cache, vehicle depo or rescue some hostages which gives extra credit and weakens the enemy further…

  • Gameplay

> Now that the objectives are covered the gameplay could also be unique as the enemy and friendly AI, could interact with the players via their behaviour and dialogue; like if a player has a close-quarters weapon… enemy’s back up… or enemies act in their predefined fashion like pack-orientated brutes or honourable Sangheili? Each enemy could have special behaviours for different situations like rage mode, sword spins, suicide bomber, hanging on walls, teleporting, shielding and grenade catching? And also interaction between players and the AI couldn’t be just what is shown, perhaps a brute and a bunch of grunts are arguing with the brute getting angry and killing a grunt in frustration, then gloating and laughing? Definitely adds to a very unique experience both to immerse players and give them a personality. Apart from the AI, objects on the battlefield should also carry weight like dynamic traps, like light bridges or doors… or possible natural destructibles, like falling trees, boulders or stalactites… these that make not just weapons, vehicles and AI a strategy… but controlling the elements of the battlefield itself.

Article Summary

  • Stick to the basic principles - innovation, immersion, co-operative play and interaction.- Interactive canon encyclopaedia.- Pre-set emotes and headset communication.- Monthly events and unique missions.- Better objectives and moments during combat.- Improved interactive AI, both friendly and enemy, that behave according to the situation, terrain, AI and players.- Unique and memorable moves sets for different sub types and species.Improvements (Current Version 1.0)

What’s with all the reserved?

> 2533274951646282;6:
> What’s with all the reserved?

Just finished adding all the information… sorry Im a huge neat freak… and with the current Halo Waypoint UI making everything slighty difficult with spacing, no sizing or color variation or underline… I had to resort to alot of quotes.

Aye.

Well, in any case, I would enjoy them having both firefight and Spartan Ops. The two gametypes both brought something new to the table. However, both modes will likely require a good deal of tuning to remain entertaining. I’m just going to list some ideas I had. Even if 343i never uses them, it’s not like I didn’t try to give advice, right?

Spartan Ops brought a new thing to Halo, which was a self-contained cooperative campaign. While I personally liked it, many rue the concept as very niche and bare-bones, which, I am ashamed to say, have to agree with. It lacked the punch of the single-player campaign. So I propose a more in-depth look at the Spartan Ops. One with less “Eggheads”, and with larger areas. Something more akin to an actual campaign. So I propose a ten-mission starter, each with a unique layout. Perhaps with longer cutscenes (But still skippable), which show more of the player’s Spartans preparing to disembark from the Pelican they came in on. Instead of the grunt-related slapstick comedy which plagued the original Spartan Operations mode.

Longer levels would be a bonus strictly because the change in environments was too static in the original SO. So, in other words, I’m promoting a shorter campaign (About two to four levels per chapter, instead of the previous ten). Unless the level reuse is canonically sound (For instance, all of the Infinity levels), 343i should never make SO missions on an older map. Seriously, the amount of times I cleared out Sniper Alley was truly ridiculous. The Covenant KEPT MAKING BASES THERE, even though humans knew where it was, what it did, and even garrisoned it at one point.

Another good thing would be enemy types unique to Spartan Ops. Not entire races, but specializations, like underwater elite rangers or grunts that are specifically supposed to suicide.

Firefight is a much less in-depth thing. I believe Halo 3 ODST’s firefight nailed it on the head. I also have an odd opinion concerning the maps; It should use sections of the Spartan Ops missions, as well as regular campaign areas. This should also be mixed with one or two standard areas. Another thing I enjoyed was the nighttime firefight missions, so I believe that each map in firefight should have a day/night selection, and perhaps an enemy type selection as well.

For instance, you could set the game so you could be fighting strictly Prometheans, or strictly Covenant (Or any other faction, like Insurrectionists or flood, that is in the final game). Or you could set a mix of enemies. Another good edition would be allowing the player to set loadouts and on-map weapons. However, that should be the limit of map modification allowed. The reason why ODST’s firefight was good was the uncertainty of the next wave, and the scarcity of power weapons and restock stations. Halo Reach firefight was made so much easier with the addition of ammo crates, which provided me and my shotgun an unlimited amount of ammo, resulting in easy kills. But in ODST, you frequently had to improvise and use the Covy weapons. And the set amount of lives only increased that challenge. Now, the time limit added in in Reach wasn’t a terrible idea. It should also still be present. But not by default.

A possible idea would also be wave challenges, a’la Gears of War 3’s Horde. THese could provide users with overshields or access to a special weapon.

Another idea is having the unique Spartan Ops enemy appearing on maps based off of SO level areas.