When considering a playable Flood faction in matchmaking, developers have several things to consider. Balance is one of them, but not just a balancing act between UNSC/COVY/whatever else, but balancing what halo fans have come to expect from the flood, and what exceptions to make when introducing them into an RTS dynamic.
HW multiplayer as we’ve come to know and love is built on a foundation that in some ways completely contradicts how the Flood operates. Right off the bat you have a resource system (money), used to build and upgrade units and buildings. Well what use does the flood have for gathering supply crates? None whatsoever. So already we see a hole here. In order to stay true to the flood as a zombie force to be reckoned with, they would have to function under a radically different rule set, one without concern for building supply pads. Technology in general; vehicles, aircraft, reactors, etc. are not flood concerns. They track, devour, and become their prey. If a system cannot be made without basic aspects like money and tech levels, there’s little reason to do so. Ask yourself: do you really want to play a Flood that manufactures its own tanks?
If the developers have decided to tackle the Flood, I applaud them, because I think it can be done right.
Instead of a monetary system, what if the flood functioned under an Area-of-Influence, hive mind type system? The basic rule being exponential growth according to the amount of land occupied. Now what I mean by land occupied is your initial base, and the power to extend that base with various branches. When creating a branch, the player would choose its thickness, and that would determine its growth rate and durability. These tentacle-like structures can block roads, climb mountains, and most importantly, devour bases. It is up to the player to decide their direction and use. If part of a branch gets destroyed, the section no longer attached to the base ceases to grow.
Deploying flood units are closely tied to branch growth. The less of your hive mind power is used to build and extend branches, the more may be used to send flood into the world. However, the more ground you cover with branches, the more hive mind power is available to you. So it’s a balancing act. Maybe a dedicated slider on the base menu could control your desired balance of unit vs. branch production.
UNITS:
- Spores - quick little buggers running around eating your face - Walking Spore Bombs - like boomers from left 4 dead ya know - Weird Spider things - They crawl on walls and shoot venom at your face (maybe anti-air) - Birds - Initial scouting unit. Various upgrades include dropping flood feces on unsuspecting passerby’s facesIt goes without saying that the Flood thrive on infecting infantry. Vehicles and aircraft? Not so much, traditionally speaking. Perhaps some unit upgrades could allow for machinery infection. Aircraft in particular I see having a major advantage against this whole branch system.
Overall I think this would be a proper basis for flood to function in HW2. Whether or not the technology is there to implement it, I have no clue. Anyway, flood for thought.
