the sort of official halo wars 2 idea compendium

This thread is the only Halo wars 2 thread. all Ideas and speculation about Halo wars 2 should be posted in this thread; so that all Ideas are placed conveniently in one thread.
If you have other Ideas in other threads please post them in here and then report so it can be locked/removed.

Forum rules and guidelines apply and I will be patrolling this thread with HAWK laser-eyes, looking for anything off-topic, trolls, flames or flame bait.

spread the word to other Idea threads if they come up.

I’ll start off…

my Ideas for what halo wars 2 should have in my opinion. I’ve been sitting on these for a while now and thought I should share them.

circle menu

the extended circle menu is the same as the current one, but has an extra level. for example; you select the barracks, you select marine, then another circle menu opens with the marines at the top, and then 6 upgrades to choose from. you can only have 3 upgrades and some require different tech level. the upgrades research in the same way as they do now, you can’t get 2 upgrades at the same time using 2 buildings.

the super unit upgrade appears at the bottom of the circle as a special 7th upgrade. it will require high tech and 3 previous upgrades; so you can’t go straight for super units. high tech units will have less upgrades and be more specialised.

this frees up 3 spots per production building for other units wich will add much more variety to the game, and with so many upgrades there will be lots of different possible strategies using cocktails of different units with different upgrades. all while keeping pretty much the same base structure we have now.

Defence

for defence; I think allowing turrets to be deployed within a certain radius form a base will do just fine. also deployable infantry garrisons should be available to all factions and can be deployed anywhere to reinforce a hook for example. we need more infantry garrisons. halo wars is more about units than bases/structures and we should keep that.

keeping with deployables; buildings should be capable of being deployed off the base in the same radius as the turrets. but at twice the cost in order to preserve balance. covenant should have this capabillity from the start of a game, because their units and buildings are weaker game play wise so they should get more of them. UNSC should have this capability at a certain tech level or as an upgrade. maybe a UNSC leader could have this as an eco bonus or ability so that UNSC aren’t out boomed all the time.

Other stuff

maybe changing supply crates so that 4 crates are worth 100 supplies. a nice round number. I was also thinking of ground vehicles and buildings/turrets dropping supply crates when they die; equal to a third of the unit/turret/building cost. that way supplies can be sort of ‘recycled’ and potentially stolen from the enemy.

all in all, the control scheme shouldn’t change by much; and neither should the game.

halo wars 2 should be more aggressive.

I’ll leave possible units, upgrades and leaders to you guys.

I feel that, after reading how ME3 is going to utilize Kinect, if all goes to plan, Robot (or whoever may potentially develop HW2) should go that same route. Voice controls would be a serious bridge to build from the usual RTS PC mechanics to how HW1 operated via console controller. By having the ability to jump bases by voice, order building build orders/upgrades/units by voice, this frees up the controller to have more dedicated button functionality.

Imagine using your controller to maneuver your armies to attack the enemy base, all while calling out voice commands which reflect in the following manner:

"Alpha Base" (window appears with a 2D representation of your base, build slots available, etc)

"Build Barracks" (barracks queue for build on next available spot, or dictate where to place it such as “Build Barracks site 5”)

"Build Air pad" (Queues air pad for next build site)

"Enter Vehicle Depot" (Base layover window now is menu options for Vehicle Depot)

"Research Grizzly" (Research Begins)

"Build Scorpion" (Scorpion queues behind research; also you could say “Build 2 scorpions” to queue up 2)

"Bravo Base" (switches to Bravo and any similar command could be ordered)

This would eliminate the constant jumping locations, circle menus endlessly limiting your efficiency, and allows your controller to be completely dedicated to your combat experiences. This is not to say the current set up would disappear, but it would be augmented by this more streamline experience.

This is what I think:

I think that there should be a wider range of leaders to choose (Example: 5-7 human and 5-7 Covenant)

There should be UNSC sniper units, they shouldn’t completely replace the flamethrowers though.

I don’t think a low detail map editor is too much to ask for. (Example: you can create terrain paths, create hills, and create gulches but you can’t place things like water, trees, etc.)

Pelicans should become actual units. Pelicans should be able to transport troops like in HW1 and be capable of upgrades allowing for heavier firepower.

That’s what I think. Beyond that, I’ma leave it to other people.

instead of making general staements about what i think should be in-game, i’ll be spacific

a major problem (IMO)in HW is the low-level of usefulness of the base turrets
i’m honesty saying that, i have tried having 4 level 3 turets, armed with anti-vehicular attachments all fireing on a freshly-made scorpion with zero experience, and the turrets lost

a somewhat simple sugestion is the folowing,
make different types of turrets:

Anti-Infantry:
-basicly, the turret will be armed with a large Flamethrower, it has a shot range, but its not like the hellbringers’ flamethrower,it will shoot at further distances, but it cannot shoot at aircraft
-Level One turrets will start with a heavy flamer
-Level two will increase damage of the flamer
-Level three will ad a stun grenade launcher
-Level Four will ad a pair of Dual machine guns (yes, four machine guns)to let the turret combat aircraft

Anti-Vehicle:
-a turret with a cannon much similar to the scorpion’s gun, it can shoot at aircraft as well, it it will often miss
-Level one is a simple cannon
-Level two adds a second cannon, and increases damage slightly
-Level three Adds a pair of railguns to the turret, to it can shoot at longer distances
-Level four will make the cannons turn into a rotary cannon, much like the kind mounted upon Longsword fighters

Anti-air:
-a turret similar to the “AA-gun” in Reach, it’s a gatiling gun, that shoots lagre AA rounds, it works well ageinst Infantry also
-level One starts with a basic Minigun
-level two adds a second minigun
-Level three ads a pair of missle launchers to the turrets
-Level four adds a heavy grenade launcher to help it combat vehicles better

Well-rounded:
-a turret similar to the Current Halo wars turret, just a little more useful, it exels nowhere, but has no weaknesses
-level one has the basic cannon like in HW
-level two adds dual machine guns for AA, and a grenade launcher for Vehicles and infantry, and it still keeps the cannon
-Level three adds a second cannon to the turrets
-Level four will increase health and will ad a laser cannon to help with vehicles
-This will be the most expensive turret to buy, and upgrade

now you may be asking, "well if the turrets are that strong, whats the point of attacking?
well, attaking with different groups (example: Scorpions supported by hornets) will help, and also, mass numbers can quell the turrets

ideas?

Try to make it competitive.
I want the the score taken out so no one knows if u have taken an expansion, no global explosion noise when something is blown up. For free expos, no white line indicator for when they take it. I want the bases to be how they are in Halo Wars 1, just take that out for more scouting.
We need 3 Factions, Covenant/UNSC/??? People say Flood, but there isnt enough units for that. Maybe brutes, sentinals? Something try to think of something. Unique Units, but not too many.
Covenant Unique: Prophet, Arbiter, Scarab.
UNSC Unique: ODST’s, Grizzly, Hawks.
??? Unique: Think of 3 unique units for whatever faction it is.
Dont make the UNSC unique units as powerful as they were in Halo Wars 1.
Maybe make AI control for Prophet and Arbiter somehow. So they can Rage and Clense without you controlling them.

Make the Factions have many unique features, but make sure they are fair and have therr seprate counters.
Allow the player to control the Pelicans. So u can pick up ur units and drop them freely by creating them from your air pad.
Allow Barracks, Vehicles and Air Pads to be created without power. But need Power for certain units.
Warthogs become created in a Vehicle Depot due to them being a main source of victory on Halo Wars 1.
Same with Gremlins, Cyclops, Elephants, Suicide grunts, Elite Honor Guards. Put them in there assigned Pads.
Main bass can only upgrade, not produce units. Maybe create things that gather income, like Starcraft, but nothing else.

Ill think of more later. :slight_smile:

include 3 discs. 1st disc is human campaign. is the smaller covenant campaign and the bonus super hard, but short, forerunner and flood campaigns(which take place during the forerunner flood war). forerunner and flood campaigns unlocked when you beat covenant and human campaigns on legendary. when you beat forerunner and flood on legendary(the only difficulty level for those campaigns) you unlock both factions for skirmish and private games; not multi player because its likely flood and forerunner will be to strong for covenant and UNSC. 3rd disc is for multi player.

@Twizzsted, specialised turrets would be a godsend.

full multi player beta so imbalances can be figured out and fixed before the game is released.

i kan haz building eniwhere?

Buildings anywhere would be nice. Like free buildings in C&C where you make buildings without the need for slots. For all you trolls out there.

-_- rpg
you make my job harder then it sould be
now I gotta go threw 4 threads and post all the ideas Ive posted in them.
damn
this is gonna take a day
LMAO

> -_- rpg
> you make my job harder then it sould be
> now I gotta go threw 4 threads and post all the ideas Ive posted in them.
> damn
> this is gonna take a day
> LMAO

epic troll face*

> Buildings anywhere would be nice. Like free buildings in C&C where you make buildings without the need for slots. For all you trolls out there.

this is halo wars, not C&C. we have build spots and fixed bases because of the convenience of having them in one place and the obvious lack of hot-keys. halo wars is more about combat and map control than building up pretty bases. free building would ruin halo wars because the only resource in the game is obtained from buildings, all players would do is turtle with 20+ supply pads and have long boring games.

that’s why I suggested a small radius where buildings and turrets can be deployed around a base, so if you can’t expand you build stuff around you. maybe we could add walls.
that’s the only free building I want.

Caution wall o’ text incoming!

Take Halo Wars - Keep it simple

I got an idea:

Add a galactic level to the game:i.e. Start at earth with a colony ship - (Spirit of Fire)
Move from system to system taking control…

But when you go into an occupied territory (forerunner, Covenant, Rebel)
Straight into Halo Wars RTS mode.

This mode would have an outcome for your fleet;
Win the territory gain a ship (based off score) I.e top points battle cruisers lowest points - Frigate.

but not every territory would wield a ship it could be a fleet wide upgrade; i.e. upgraded power plants for ships to move farther in the galactic level

Remember I’m trying to keep this as simple as possible!!

Moving onto Sector control:

Not every sector in the galaxy is strategic (Important)

For example one sector is more valuable than a sector near your home base:
So you may need to “vacate” a sector to capture a more strategic one.

So what happens when I vacate a sector?

This sector then becomes neutral (Uncontrolled) when pulling out of a sector your basically pulling all your infantry and vehicles with you.

How does Sector control work???

Well your sector control would be based on how many units you have in a sector:

For example Your fleet would have a population cap Starting at 100 population cap or 1 colony ship (Applies to all units) if you have maxed your population cap then your sector would be 100% controlled

Now you can increase your population cap by having another colony ship (3 Max) each add 100 population cap to your fleet bringing your total population cap to 300 (this includes ships, infantry and vehicles on controlled sectors)

Adding more depth to sector control:

Colonising a planet or moon or even in rare cases a shield world is entirely optional;
If a UNSC controlled sector comes under attack it does not have a controlled planet or moon then
it is ship to ship combat - this is basically the same combat system on halo wars 1.

Upgrades and resources:

Resources will be a constant supply from your home base: Basically one huge supply pad giving infinite supplies to fund the war effort:

Upgrading:

Upgrading is more simple and would be conducted from your Colony ships tech lab:
Upgrading units on the ground would work via base structures - Barracks, field armoury, air pad, vehicle depot. (This resets every time you enter ground based combat)

Supplying on the ground:

Your colony ship(s) would have a central pool of resources funded from your home base - the bases on the ground would (if any) build a supply pad (or twenty) and tap into that central pool of resources

So attacking without sufficient resources to fund your ground based attacks (If required) would be a foolish decision to make and would end in defeat.

Always manage your resources!!

So that my halo wars 2 idea

Comments??

> > Buildings anywhere would be nice. Like free buildings in C&C where you make buildings without the need for slots. For all you trolls out there.
>
> this is halo wars, not C&C. we have build spots and fixed bases because of the convenience of having them in one place and the obvious lack of hot-keys. halo wars is more about combat and map control than building up pretty bases. free building would ruin halo wars because the only resource in the game is obtained from buildings, all players would do is turtle with 20+ supply pads and have long boring games.
>
> that’s why I suggested a small radius where buildings and turrets can be deployed around a base, so if you can’t expand you build stuff around you. maybe we could add walls.
> that’s the only free building I want.

Eh, good point. But maybe bigger bases to add for more types of buildings? I know Ensemble kept everything core simple so the game could be played by even people new to RTS games, but I feel like more unit types and maybe even a whole new battle feature would be nice.

> Caution wall o’ text incoming!
>
> Take Halo Wars - Keep it simple
>
> I got an idea:
>
> Add a galactic level to the game:i.e. Start at earth with a colony ship - (Spirit of Fire)
> Move from system to system taking control…
>
> But when you go into an occupied territory (forerunner, Covenant, Rebel)
> Straight into Halo Wars RTS mode.
>
> This mode would have an outcome for your fleet;
> Win the territory gain a ship (based off score) I.e top points battle cruisers lowest points - Frigate.
>
> but not every territory would wield a ship it could be a fleet wide upgrade; i.e. upgraded power plants for ships to move farther in the galactic level
>
> Remember I’m trying to keep this as simple as possible!!
>
>
> Moving onto Sector control:
>
> Not every sector in the galaxy is strategic (Important)
>
> For example one sector is more valuable than a sector near your home base:
> So you may need to “vacate” a sector to capture a more strategic one.
>
> So what happens when I vacate a sector?
>
> This sector then becomes neutral (Uncontrolled) when pulling out of a sector your basically pulling all your infantry and vehicles with you.
>
> How does Sector control work???
>
> Well your sector control would be based on how many units you have in a sector:
>
> For example Your fleet would have a population cap Starting at 100 population cap or 1 colony ship (Applies to all units) if you have maxed your population cap then your sector would be 100% controlled
>
> Now you can increase your population cap by having another colony ship (3 Max) each add 100 population cap to your fleet bringing your total population cap to 300 (this includes ships, infantry and vehicles on controlled sectors)
>
> Adding more depth to sector control:
>
> Colonising a planet or moon or even in rare cases a shield world is entirely optional;
> If a UNSC controlled sector comes under attack it does not have a controlled planet or moon then
> it is ship to ship combat - this is basically the same combat system on halo wars 1.
>
>
> Upgrades and resources:
>
> Resources will be a constant supply from your home base: Basically one huge supply pad giving infinite supplies to fund the war effort:
>
> Upgrading:
>
> Upgrading is more simple and would be conducted from your Colony ships tech lab:
> Upgrading units on the ground would work via base structures - Barracks, field armoury, air pad, vehicle depot. (This resets every time you enter ground based combat)
>
> Supplying on the ground:
>
> Your colony ship(s) would have a central pool of resources funded from your home base - the bases on the ground would (if any) build a supply pad (or twenty) and tap into that central pool of resources
>
> So attacking without sufficient resources to fund your ground based attacks (If required) would be a foolish decision to make and would end in defeat.
>
> Always manage your resources!!
>
> So that my halo wars 2 idea
>
> Comments??

Kinda sounds like conquest mode in star wars battlefront 2. I would like to see a nice space battle here and there though. Maybe have them something like the elephants where they spawn units, but spawn arial units instead? Of course it would be high teir and no-where as cheap as an elephant. Unless it made for space battles only. But that sounds too complicated for newer players to do. But I kinda like the idea of a conquest mode. Although it doesn’t feel very halo warish

> > ]
> > this is wars, not C&C. we have build spots and fixed bases because of the convenience of having them in one place and the obvious lack of hot-keys. halo wars is more about combat and map control than building up pretty bases. free building would ruin halo wars because the only resource in the game is obtained from buildings, all players would do is turtle with 20+ supply pads and have long boring games.
> >
> > that’s why I suggested a small radius where buildings and turrets can be deployed around a base, so if you can’t expand you build stuff around you. maybe we could add walls.
> > that’s the only free building I want.
>
> Eh, good point. But maybe bigger bases to add for more types of buildings? I know Ensemble kept everything core simple so the game could be played by even people new to RTS games, but I feel like more unit types and maybe even a whole new battle feature would be nice.

maybe 10 or 12 build slots on a base, and then for the last base upgrade the ability to drop buildings around that base.

Forge for editing the maps
More game types
File share
Theater
Emblems
Game type editor?
Preferred character so it automatically selects them for you.
Banhammer support for leader boards, rank, ect.

> > Buildings anywhere would be nice. Like free buildings in C&C where you make buildings without the need for slots. For all you trolls out there.
>
> this is halo wars, not C&C. we have build spots and fixed bases because of the convenience of having them in one place and the obvious lack of hot-keys. halo wars is more about combat and map control than building up pretty bases. free building would ruin halo wars because the only resource in the game is obtained from buildings, all players would do is turtle with 20+ supply pads and have long boring games.
>
> that’s why I suggested a small radius where buildings and turrets can be deployed around a base, so if you can’t expand you build stuff around you. maybe we could add walls.
> that’s the only free building I want.

I’m all for full free building, and I have a solution to the resources.

Remove them from buildings and put them in stationary places. Like a landing pad or something similair. I personally thought of entrances to underground tunnels from where each race would get what they need.

And now what you’ve all been waiting for! *drum rolls
Halo Wars 2 List of Acceptable add-ons:

Building Layout:

  1. Keep the Circle menu - it was a nice technique.
  2. The main base should be the only thing you start out with, along with the Warthog.
  3. Each base should start out with some kind of “builder” to place buildings in a certain vicinity of the Base. The more buildings you place, the bigger the “circle of build” gets. Power should be run by seperate buildings (like the powerhouses from UNSC). Halowars one pinned a good way to destribute power, but they lacked one thing, quantity. They simply put the cap at 4 for anything and everything, no matter how many you had. Do what every other modern RTS does, Power should not only be brought up after each successful power house is created, but the amount of power should be raised if you have more buildings/vehicles than you do power.

IE: C & C G:

make a powerhouse
gives you 10 power.
Make a war factory (tank spawn)
now you have 8 power
Make 3 turret placements (also seperate from base)
now you have 2 power (2 poer for each turret, or one depending on what you think)

UH OH! I needz more powa!
Make another powerhouse

gives you 10 more power.
And so on and so on.

Walls:

  1. Wall it self is initially a weaker building.

  2. Upgrades to base and wall ARE eligable BUT buildings that are a certain distance from your base will not recieve the upgrade (this encourages people to make closer bases than just spread out.)

  3. addons like Gates, turrets, morter strikes ect; can be improved upon a section of the wall EVERY 3 wall pieces.

Units:

  1. Yes leaders should come back, no the Arbiter shouldnt have his silly power.
  2. Add snipers to anti-infantry (seriously? You want Jackals V flamethrower?-No.)
  3. Anti Air for the Covenant should be an HUH wait for it…Anti Air WRAITH? (i know i know, im so innovative)
    4)Simply add more land vehicles to Covenant
  4. add the Pelican to certain UNSC general powers. (replaces elephant for Cutter and adds Elephant to all UNSC generals, though only Cutter gets all the upgrades)
  5. PERSONALIZE SPARTAN IMPROVEMENTS!!!***!!! I mean c’mon, i dont want ALL my spartens to have lazers, i want a few to have turrets and a few more to have lazers. that was rediculous.

Game and Gameplay Improvements:

  1. Add resource deposits?!?! again from CnC G: They had these large resource “docked zones” where players could protect/steal from. Each depot carries like, idk, 50,000 Rsc. Which the player uses throughout the game, but he needs to have a means of transeporting small qualities at a time to his base.

  2. Map Editor. Let the game come with a secound, PC disk, to modify maps and make new ones using that simple program called World Builder. When your done there would be a “Add to xboxlive.com profile” button where you could then go to xboxlive and download it like and other add-on.

  3. Space battles? (this time ill use another example, promise)
    EX: Empire at War SW:
    These space battles worked perfectly, and in this case, works like the normal HW 1 base.

Upgrade your base this time using the circle menu, and not clicking on side plots around base. After that, click on main base, select the option “Look on Small fighters” and yet another circle menu pops up with all your small fighters like Long swords, short swords, Sabres Pelicans.

and so on and so on.

Added Armies:

  1. in the past few weeks, i’ve quietly serveyed everyones opinions on what new faction should be implemented into a Halo Wars 2. The results were hardly unanimous.

NO FLOOD FACTION should be made. That is a quick short list of people and you would lose in like 1 minute.

I believe that (according to canon) The Rebels or sepretists or what ever they are called in Halo lore, should be this new faction. They did not simply dissappear after the covenant invaded, no, they were just a smaller threat. They should be A) part of the campiagn somehow and B) be a new faction in HaloWars MO.

breaths
ok now im done.