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coIdFUSI0N

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  1. Rewarding players on an individual basis, killstreak rewards, as well as a team basis, team score, is an interesting concept. Halo 2 had many ways to interact with the maps in the form of gates, bridges, stalactites and more. By marrying these two concepts, rewarding individual players for killing AND interacting with the map to gain an advantage, Halo can embrace its own version of killstreak style rewards. Killing enemies builds up a personal score that is used as currency. Maps contain items like gates, light bridges, shield doors, mancannons, teleporters, turrets, laser arrays, electromagnetic land mines and more. These items are powered down until a player spends currency to activate them for a finite time period. A strategically located turret can give the player an advantage in Slayer games. An extendable bridge can give the flag carrier an advantage in CTF. Closing a gate can aide defenders in Assault. Map control is enhanced by this relationship, killing then choosing a reward by going to a specific location on the map, because it allows players to choose how they want to position themselves in regard to their objective (slaying, attacking, defending, etc), their current amount of currency (how many enemies they've killed), and their plan for that currency (which Interactive Map Item they will purchase and when). What do you think? Any ideas for your own Interactive Map Item?
  2. http://www.eurokompozit.com.mk/protective/helmets/Black-Helmet-With-Ball.jpg It would go over any armor helmet and get popped off by one unshielded headshot.
  3. When a Warthog with an attached Trailer flips over the Trailer becomes disconnected from the Warthog. If any players were inside the Trailer they would be tossed out similar to when any other vehicle flips. Reattaching the Warthog and Trailer is as simple as flipping them both onto their correct side then backing the Warthog into the appropriate end of the trailer. "Click. Reconnected. Let's roll."
  4. A hitch on the back of the Warthog that allows Forgers to attach a trailer to it. Types of trailers could be flatbed or enclosed. Trailers could carry troops, an extra vehicle, a turret, a mancannon, a mobile armory and more. Thoughts?
  5. Tripods Almost any weapon, or heavy weapon, can be attached to a tripod and placed on a map in Forge. Traits like ammo count, clip size, and turn radius can be customized on these turrets. Thoughts?
  6. Remember in Halo 3 where the Brutes wore helmets that you had to pop off before a lethal headshot could be delivered? The Ballistic Helmet is a map pick up, particularly in SWAT gametypes, that would protect the user from one unshielded headshot. What do you think?
  7. The Utility Weapon Why the utility weapon should be effective at all ranges: Arena shooters allow you to carry ten weapons at once. You could carry a weapon to defend yourself at any range. Halo allows you to carry two weapons. This limitation makes it difficult to defend yourself at all ranges. A weapon that is effective at all ranges is the factor that bridges the gap between arena shooters and Halo. Rather than reverting to rocks-paper-scissor gameplay, where if one player is carrying close range weapons and another player is carrying long range weapons the outcome is simply decided by the distance the encounter occurs at, the utility weapon allows for a display of skill in any encounter which would not be possible if it was ineffective at any particular range. Why the utility weapon should have very little aim assist: The utility weapon, a precision weapon, should have very little aim assist. This allows for a difference in the average kill time and the potential kill time. A difference in potential and average kill times broadens the skill gap and allows for individual skill, rather than team skill, to shine. Why strafing needs to be effective: The ability to strafe effectively is essential to balancing precision and automatic weapons. Strafing can cause a precision weapon user to miss a shot but does not punish automatic weapon users as severely because of their larger reticle, greater aim assist and larger area of effect. This allows players who are not proficient in using precision weapons to effectively combat a precision weapon user using positioning, strafing, the larger reticle of an automatic, the greater aim assist of an automatic, and the larger area of effect of an automatic. Why the utility weapon needs to have a faster potential kill time than automatic weapons: Precision weapon are inherently more difficult to use effectively than automatically weapons. A smaller reticle, very small area of effect, lower aim assist, and semi automatic nature force the user to land individual, independent shots rather than just continuously painting a target. Since the precision weapon is more difficult to use its potential kill time will be achieved less frequently than an automatic weapon thus bringing the average kill time of a precision weapon in line with that of an automatic weapon.
  8. Playable Flood Using the D-Pad the player can choose different Flood forms to mutate into. Each form has unique abilities. The player can change from any form to any other form except when in Infection form. An Infection form must find either a corpse or enemy to reanimate/infect to regain the ability to mutate. Players spawn as a Pure form. D-Pad Up - Stalker Form -can melee -can jump -can climb walls -fast speed -medium health Down - Ranged Form -can fire spikes -can stick to walls -can curl into a defensive ball by crouching -can not move -high health Left - Infection Form -can climb walls -can target and lunge, like the Energy Sword, to fling itself at an enemy -once latched onto an enemy the Infection form can be shot and killed by another player during a brief period before infection occurs -medium speed -low health Right - Pure Form -can fire weapons -can jump, melee, and release an AI controlled Infection form -can release a supercell cloud -medium speed -high health Jump (Pure Form Only) Flood Lunge -tap Jump for a medium range, parabolic, forward lunge Flood Jump -Crouch and hold Jump to charge up a vertical high jump, the longer Jump is held for, the higher the jump will be Melee (Pure Form Only) Tentacle Whip -extra long arm allows for longer melee range Grenade (Pure Form Only) Floody Buddy -release an AI controlled Infection form that will independantly hunt enemies Base Ability (Pure Form Only) Supercell Cloud -only Flood forms can see through it -standing in it for more than a moment will infect any other species -regenerates health of Flood forms within the cloud -disappates over time
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