To David E&SPOPS team- Bringing SPOPS to life

This is destined to the Spartan ops team at 343 industries so it’s intended for Mr. Ellis, and the rest of the amazing team of Spartan ops. This is my feedback and although I’m not part of 343 industries, I would like to contribute in the creative process in some shape or form and I’m doing so through this feedback. My service record indicates that I’ve played a bit over seven and a half days worth of Spartan ops time. During that time, I’ve had a lot of experience with the gameplay, story and environments of Spartan ops. I’ve had many enjoyable moments while playing Spartan ops so I would like to congratulate the team here.

Spartan ops: Feet first into universe:

Spartan ops takes players into locations of the halo universe. In the season of Spartan ops, we have experienced Requiem. We went to different locations on Requiem and returned there several times. However, many times, we just went to places, we don’t know what they do, what they’re for and we come back like if they were new. The covenant come and occupy the place for a while. But it brings the question: why? Why would they chose a certain location to occupy and so on? Further on in the missions, we learn what certain places are meant for. However moving forward, I think Spartan ops could do a better job at doing this. Many times, some things happen in Spartan ops but we don’t really know what happens with those things. Let’s take Gagarin. There was a big build up to them and we’re not exactly sure where they ended up. Another example is the big ball the ragnarok tower shot. We know it gave some interesting stuff but we don’t know exactly what happened with it. How does this help us? when do we see it being useful?

By giving importance to certain places and making those places have an impact, the player can feel better invested in Spartan ops and in the universe. Here is an example of what I think could make a player feel more invested. We’re on this new planet and the covies are there before us. There is a forerunner facility. We don’t know what it does but the covenant are there. There are sections that are locked to us. We clean it up. This is a chapter done. During another chapter, Scientists come in and we go deeper in the facility, we find promethean knights defending the bowels of the facility. Deep below we see something impressive. We go around cleaning the area up and we find some stranded covies. We stop them and learn that it’s a gas mining facility. So we capture some covenant phantoms for example and some covenant crates/vehicles. It is mentioned by the characters that we capture it. During a later mission, we could be delivering some of these very weapons and tech to these kig-yar in exchange for information. Here we could be escorting a pelican and using the new reap-X vehicles for example. We’d have an impact here in the universe, us testing new UNSC tech. But back to the mining facility. Let’s say during a third time we return to the area, the covies are trying to drive us off and get some of the gas themselves. So we have to defend them and stop them. Here, we should see the area change. We should see some human mining equipment and make-shift landing platforms for example. Has containers with civilian companies, let’s say BXR industries for example. We should see forklifts and even Anti-Air batteries. We should feel that this place is going to have an impact to humanity. We could stop the covenant from stealing the gas the companies started mining for example. Basically, we could feel like we have a part in the human reconstruction effort for example. Things like that should be mentioned.

This is just an example of a single area and the importance it could have in the universe. We could also have other areas. Let’s say a weapon’s production facility loyal to the arbiter and we have to defend it. Basically, learn about the universe while playing the missions. We should feel like we’re having an impact and we should learn about the significance of things in the universe. Spartan ops is an excellent medium to deliver these kinds of windows into the universe while providing gameplay content. Universe building can be done through short bits, such as Spartan ops, while staying impactful and resonant. The environment should tell a story. If we see damaged barricades, craters, we should know there was a battle there. Let the players be able to explore like forensic detectives. Perhaps finding optional data pads with interesting information, not required to complete the objective but for the sake of exploring for example. During the second gas mining facility mission for example, we could find a covenant console that is translated and tells us what the gas will be used for and find some covenant equipment that shows how things work. During the third gas mining facility mission, we could find some data pad belonging to a civilian that comes to work here. It could tell a nice story, optional but fun for those who like lore.

In short, there is a lot of universe building that you guys can do. These are just examples illustrating some of the concepts that I talked about. Players should feel this interesting feeling when seeing these strange new places while having a long-term impact in the universe and discovering about various elements of the universe.

Spartan ops: The gameplay

Obviously, one of the most important aspects in a video game is gameplay. The first season of Spartan ops had some nice stuff and sometimes some areas that could be improved. Let’s examine the factors that can change gameplay:

  • Enemies
  • Environment
  • Toolbox

The enemies consistency is very important and there are a few improvements that could be made from season 1. Let’s say we reach an area where there is a high concentration of fuel rods. Before we reach the area, we could get a heads up telling us there are various heavy weapon enemies. Those heads up, before the enemies have time to inflict a lot of damage, can change the player’s behaviour. Sometimes, in the first season of Spartan ops we encountered snipers. Sometimes, they would kill us or shoot us before Miller even said," watch out! Snipers!" What would be good here is if Miller would warn us before they engage us. The same goes for when there are phantoms coming in and drop pods. Sometimes it’s a bit inconsistent. A phantom might come in and Miller wont warn us, but then a second one comes in and Miller sounds worried and he’s like, Oh no! Phantom coming in! Instead, Miller should tell us that the phantom is coming in before the first one comes and if there is a second one, he should say, another phantom. The same goes for drop pods. The way enemies are delivered is also important. We have this high-tech gear that should detect them. This is mostly for covenant than prometheans as prometheans just teleport. There should be this moment of warning where players can know using either Miller or the motion tracker. If there is a covenant jammer, if we don’t destroy it fast enough, Miller could perhaps not say anything but if we destroy it, Miller would give us a warning. On the subject of motion trackers, having a motion tracker item for the covenant would be appreciated. The phantoms don’t show up on the motion trackers when it’s in the area.

Having enemies that make sense for the area is also good. If it’s an assault, we should see the use of more shock troopers and lots of fodder. If they’re guarding an area, we should see less assaulting troops such as rangers. It would also be interesting to have patrols. Enemies patrolling an area giving the player the choice to go sneaky and assassinate them. Maybe also alter their behaviour so if the player is in a wraith and comes in, the covenant doesn’t react negatively to it at first but then might shoot at you after failing to respond or when you shoot at them. The way they’re moving, what they do when they’re not attacking is also very interesting. Make the enemies come to life and have patterns players can exploit if they want to go stealth. Also, seeing more combat dynamic would be fun. Have a crawlers defend a sangheili warrior for example. Have the watcher bring more shields to certain units. Have knights teleport around more. Let’s say, you’re shooting a watcher, well have a knight try to focus on you trying to kill the watcher. Have crawlers move around more to work more in team with the knights. More combat dynamics and seeing different enemy types with others would be great fun.

Now, the environment. The environment and way players and enemies can move is very influential to the gameplay. During a single area, there are many ways to change the gameplay even though you return. Let’s take the gas mining facility. There could be a camp of enemies but tunnel leading to an area behind them, or a platform where players can move in from the top without them noticing. Having different ways of engaging an enemy gives replayability. During the first mission, there could be a few enemies and a fuel rod warrior standing near a door. There is a door nearby where the player is and it’s a tunnel, the player can activate the switch to open the door and just assassinate the fuel rod. On Apex, during unfinished business, there is a part where there is a wraith and enemies start dropping by. However, there is the tunnel system. There is a small entrance that’s really hard to notice, there is another one where the are finishes and the other entrance where players come out in the first time we go to apex. Once you clear the area up, it’s useful to get behind the wraith, get in position where enemies think you’re somewhere but in reality you’re in the other direction. It’s really fun. Having more things like this would be great fun. Some other things in the environment include interactive objects. There could be a section where there is a hard light bridge you can toggle on and off to make enemies fall to their deaths for instance. To stop it from being abused, let’s say it takes 3 seconds to cross the bridge, well have it take 3.5 seconds to deactivate and make it flash when its deactivating. Another example of interactive environment is obviously destructible walls and other stuff like that. If we take the mining facility again, during the third mission, you could have a crate suspended by a crane and you could deactivate the crane and have the crate be dropped on a few enemies and function as cover.

There is another way to provide changing environments: having a lot of scenery. If there is a UNSC presence in the area, scenery can change the way the area plays. It can also add to the first section, story building. Why not add metal tents with bunk beds and other equipment of sorts? It can provide cover and interesting ways of engaging the enemy while providing immersion into the universe. Season 1 of Spartan ops lacked a bit of different kinds of scenery. If it’s a covenant camp, well maybe have some methane supplies like in Reach on the pillar of autumn mission. We can use that to blow up the enemy, and it explains how covenant do to occupy areas. Have different types of walls and small fortifications. An element which could be introduced is enemy and player fortifications. We could have a target designator where we could drop a few dominion style barricades and turrets. That would be interesting in certain areas. Also do buff the auto-turrets. Another interesting thing would be having prometheans make hard light walls and blocks. Halo wars has some nice things. There were hard-light walls which could be toggled on and off. Maybe have promethean watchers spawn some hard light wall generators and small scenery. having them construct a small forerunner fort in front of our very own eyes would be an experience. There are already the beam turrets, which could be buffed.

Short sub-section, the toolbox. The toolbox in a mission is what weapons and vehicles are at our disposal to complete the mission. There isn’t much that I can say that you guys don’t do fairly well but remember that people would still want to have pelican and broadsword missions! So don’t be afraid to experiment with these and remember to offer a wide variety of fun stuff, more rocket hogs and gauss hogs and maybe new stuff!

Spartan ops: Cannons versus canon

During the Spartan Ops cutscenes, there were a few issues. Some of it is from the lack of resources available during the time provided. For example, we don’t see a variety of sangheili or other covenant species. We don’t see a variety of prometheans either. So adding variety is something that I think should be addressed. Another thing is the shields. There were two instances that I recall where we saw energy shields: The space section, the unsc ships had shields and the part where Madsen gets shot and his shields flare. The effects are there as we can see the shields flare in the prologue. A lot of it is so we don’t have too prolonged battles but I think it would just add another cool thing and keep canon fans satisfied. We could see how the Spartans work together to quickly take out shielded enemies. Seeing plasma pistols, grenades followed by headshots would be cool. The promethean knights should also display stronger shields. One thing that could explain their absence of shields is the knights using their shield power to teleport further than usual. But yeah, knights are supposed to be this terrifying enemy and it being shielded help.

It would also be cool to see what effect weapons have. We only see a bit of that in this season of Spartan ops and it would be interesting seeing the effects that different weapons have on people, canonically. For example, plasma being shot at an armoured target versus an unarmoured target. Have the promethean weapons show their strength as well, help us understand their effects and power as well. They’re forerunner weapons. Imagine how cool, terrifying and nice for canon people to see a scene where a knight shoots a marine or Spartan several times and the human has several holes and we see the effect. I particularly looked forward to those things during my viewing of the Spartan ops episodes when they first came out.

Also, it would be interesting to see the various feats a Spartan can pull off. Spartans are supposed to be these strong and athletic warriors, so show it. An example is the halo wars cutscene: Monsters. We see the Spartans doing flips, various stuff. That’s cool, that’s what players want to see. Even prolonged battles can be really cool to watch! Show what it means to be a Spartan.

And so this concludes the feedback that I have for Spartan ops. So I hope the Spartan ops teams reads it. Spartan ops has so much potential and I appreciate what you guys did with season 1. Good luck on whatever you’re doing next. I’m looking forward to seeing it!

Good post OP

Interesting post. Your feedback was very creative and true. The reason I liked SpOps was for the CGI scenes and the XP. I never really FELT like I was a part of it, unlike MC in the storyline. I felt connected to the story a lot more.

Thanks guys. I also forgot something:
Drones and air support.

You did a fairly good job in implementing air and drone support but we should see a bit more usage or excuses on why there is limited air support/drone support.

Like, why send Spartans on deployment when you can send in a pelican gunship, other gunships or air bombardment? Explain to the players why. There’s usually a good reason that can be stated why.

Yeah the environment should exceed the average Forge map. Honestly, the Spartan Ops maps feel empty compared to Campaign. Just a bunch of haphazardly placed scenery objects and switches that spawn more enemies. There was even one mission on Vortex that just didn’t make sense: a bunch of UNSC crates are somehow not UNSC? Though they did get creative in E4C5, where approaching the switch unexpectedly spawned Prometheans.

Speaking of alerting, the frequency of enemy waypoints should be reduced.

Yeah the Rangers and Alpha Crawlers need to be toned down.

Compared to Campaign, Spartan Ops seems to have only has one mode of activity: assault. Patrolling would help increase the chances of completing a mission without dying, though it shouldn’t be the only new addition or people would just resort to exploiting it throughout the entire mission.

We need SNEAKING back, where the AI would investigate player activity. That’s one of the things I loved about CE AI, particularly the Grunts.

We also need SLEEPING, in it’s original nature (right now, it’s just artificial. If an Elite spots you, the Grunts should NOT wake up unless he gets the chance to do his alert animation. There should be some delay before he does so, to allow the player to go back into hiding. E6C3 felt so botched to me, I simply could not bother trying to kill everything stealthily).

It seems like FEAR factor has been completely removed in this game (sans Grunt panic and Elite berserk). I remember in H2 and H3, if you pulled out a sword or hammer… in the presence of Grunts, they’d go into panic and in the presence of Brutes, they’d comment on it. In H3, if you killed Brutes, the Jackals would not panic at all.

Indeed, Covies and Prometheans need better interaction with each other. In Campaign, this was never touched upon. In Spartan Ops, this was initially touched upon (Crawlers+Hunters, Watchers+Generals), but it regressed.

Exactly, there needs to be different ways of approach. They need to reduce the usage of those large Covie shield barriers. They made sense in ODST but in Spartan Ops, they just serve as a constant reminder that you need to kill all enemies to progress. E7C1 remains my favorite Spartan Ops mission to date since you don’t even have to destroy those shield generators to bring down the shield barriers.

If they added a scoring system I feel like it would make it a lot better.

Nice topic OP. Looks like you put ALOT of thought and time into this. I hope someone on the SPOPS actually does read this. This deserves to be read by them.

Hmmm

I’m going to have to come back and read all of what you’ve written OP, but I will say this (that may or may not have to do with your post):

I highly believe Spartan Ops has loads of potentinal, and I want to see it reach all that potential, and possibly more. I have a very great feeling that Season 2 will be really amazing. Just look at Season 1.5, 343i learned many things that they needed to do to try to satisfy the players more, and they did a pretty good job with what very little time they could of done, if you ask me. I want Season 2 (if possible, even a 3rd). I want Spartan Ops to return in Halo 5.
But I can wait for Season 2. I know that it took a lot of work and time for 343i to make Season 1. So I can be patient while they work on Season 2. I know it will take time and a good amount of work. But I know they can make it amazing. I know that they’ve learned what they need to work on, address, and that they’ll fulfill that and more (with what’s possible with Halo 4).

I just want Spartan Ops to become it’s own game mode (or like Campaign). Right now it’s acting as a Firefight replacement, that’s holding it back.

So basically, Spartan Ops was weak and there’s a hell of a lot to do to change that.

Thanks for the comments guys!

I’m not saying it was weak. Just that it can be a lot better and still has so much more potential.
I think they did a good enough job.

Edited by Moderator - Please do not make nonconstructive posts.

*Original post, click at your own discretion.

SPoPs should be illegal because of how bad it is.

> I just want Spartan Ops to become it’s own game mode (or like Campaign). Right now it’s acting as a Firefight replacement, that’s holding it back.

343 needs to either: bring back FF and keep SPoPs (I think the nextbox discs can handle that much memory.) Or bring back FF and ditch SPoPs while somehow wrapping the story up. It’s been made clear in the polling booth more people want FF than SPoPs

Edited by Moderator - Please do not make nonconstructive posts.

*Original post, click at your own discretion.

>

That’s not constructive, go away. I don’t want unconstructive feedback here in this thread. Make your own if you want unconstructive feedback, then await for it to get locked.

Edited by Moderator - Please do not post spam.

*Original post, click at your own discretion.

> > SPoPs should be illegal because of how bad it is.
>
> That’s not constructive, <mark>go away</mark>. I don’t want I constructive feedback here in this thread. Make your own if you want unconstructive feedback, then await for it to get locked.

LOL

> > >

I don’t want to be forum police but you need to stop right now.
Do not flame, please. Go away or be pleasant.

ON-TOPIC:
OP marked good points. I love Spartan Ops with all it’s issues.
Can’t wait for more!

With how 343i has been learning and adding, I think the next run of SpOps should be pretty great.