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Spartan436

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    New Alexandria, Reach
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    Halo

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    JITTERdUdE

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  1. I saw a video on youtube titled "Halo 4 Animation Leaked?" showing several spartans fighting one another. I then realized that human enemies had never been encountered before in the Halo series, and with 343 already having stated many times that they're adding new things to the series, i wondered if the above could be one of them. It would be an interesting addition to the Halo series, an enemy already too familiar to the Chief from his early missions against rebels, recounted in the Halo novels. Do you think that human enemies will be encountered in Halo 4, and why do you think that the Chief would have to battle them?
  2. Clans vs Clans (each clan is divided into 80 player companies that compete against other rival companies in a story-driven series of matches spanning throuhout several different maps. Whoever wins a match will directly influence the development of the war between the two clans. The winning clan gains all of the technology, upgrades and armor permutations from the previous clan, as well as the bases that it captured. The series taks place throughout the galaxy, and each clan holds a number of planets, which it can expand by attacking other clans, or "rebel/UNSC factions."
  3. I actually posted something about a possible clan gametype, where clans fight each other in objective-based story-driven matches similar to Gang Wars in Max Payne 3. I included details involving the structure of the teams, the possible developments of the war between two clans, and even the backstories of each mission. My post is called Awesome Halo4 Gametype Idea, with tag "343 should hear this."
  4. Reply to SweatyBagels: Your clan doesn't have to use this gametype; of course you can play without competition, but there may be other clans that find that very same competition interesting and new. I'm pretty sure that there are many rival clans out there that would like this gametype. Whats unique about this is that, unlike a typical Halo multiplayer match, the players don't disperse after the match; they remain in the clan with their friends. Learning to work as part of a larger team is very important, and will show in this gametype if 343 likes it and includes it in the next game. Players will focus more on the objectives rather than personal kills, since the majority of the points that they will make by the end of the match is determined by whether or not they win, not their KD ratio. In a way, this will take AWAY from some of the annoying drama that gamers hate, like focusing too mutch on KD, camping, not playing the objective, etc. and consequently take some of the stress off of players.
  5. We need to have the Pelican in forge. Also, i thought of an idea for forge where the player can spawn backdrops outside of the map (for instance, a covenant ship hovering nearby, maybe even a little battle going on). The player would not be able to interact with the objects except by grabbing them as the oracle; other than that, the objects appear in the distance, not part of the map. The oracle also has the ability to drag the backdrops closer to the map or farther away from the map. So if a player wants to make a realistic battle over his map, he can spawn a few Covenant cruisers, a few UNSC ships, some explosions, maybe even weapons firing between the ships.
  6. The ability to interrogate enemy Spartans would be in the hiatus between matches, when players have the ability to customize armor, weapons, and prepare for the next battle. The top ranking Spartans in the clan woud do the interrogation; the actual player being interrogated would not have control over his Spartan (getting captured is essentially like getting killed; you immediately respawn after getting captured). Interrogating players on multiplayer would be a revolutionary idea for ot just Halo multiplayer, but for gaming in general. In most games, players simply kill their enemies; if there were to be an interrogation ability, that would be new and interesting (by the way, during interrogation you cannot kill the captured spartan, just to keep it from getting disturbing). Also, Spartans would likely have little remorse over interrogating other spartans, since in the story of the gametype they were raised and trained by the rebels, not the UNSC, so they never knew each other and were never part of the same outfit (although i have considered making them rogues, which wold instill a sense of betrayal in the players, since in that version they WOULD have known each other in training, kinda like old friends turned enemies).
  7. Thanks; wanted to make a gametype where teams must cooperate with one another in order to win, rather than two or three top players carrying their team and getting all the points. Basically, if one team can't effectively mobilize and use its numbers to defeat an opposing team, it loses, no matter how hard the top players try to prevent that. Its like realistic warfare; everyone has a job to do, an objective to take, and effective use of troops and numbers decides a battle, not the skill of a few good players. I appreciate the intelligent comparison to Invasion; thanks.
  8. I have an interesting new idea for a Halo gametype, an opportunity for the Halo series. This new multiplayer gametype is called Rapid Dominance; in it, Xbox clans fight one another on several large maps, completing objectives like capturing enemy bases, and stealing enemy technology. Rather than randomized teams of players, this gametype is designed only for clans, not individual lone-wolf players, so players must become members of clans to use this gametype. Somewhat similar to gang wars in Max Payne 3, Rapid Dominance begins with one clan attacking another; the objective of the attacking clan can vary, as seen above. The objective of the defending clan can vary as well; each clan has a number of respawns, representing a limited garrison of Spartans available to send into action. If one clan runs out of respawns, they exhaust their garrison and lose. The defending clan can kill all attacking Spartans (and therefore exhaust their respawns), destroy their ships with mass drivers on the ground, or capture all of their leaders. Each clan has several leaders with special abilities, which include placing objectives for their teammates (these appear as objective markers in the HUD helmet visors of players recieving the command), calling in airstrikes, or requesting vehicle drops. These leaders are determined by their rank; out of the 80 members of a clan, only the 10 highest ranking members are leaders and have the above abilities. Rapid Dominance, like Gang Wars, takes place over the course of several different matches and maps; the outcome of each battle influences the development of the conflict between the clans. If one clan loses a battle, a certain piece of technology, or one of its leaders, the rival clan will have an advantage in the next match. These advantages may include having a greater number of respawns, knowledge of enemy troop deployments on the map, access to upgraded weapons, technology or vehicles captured from the enemy, and upgraded armor permutations stolen from enemy bases. The matches in Rapid Dominance are tied into the story of the Halo series; a match may begin with an interactive cutscene taking place during a briefing with a UNSC official, and then switch to the deployment of the clan onto the battlefield. One such scenario is an ONI official briefing the 80-Spartan team on the presence of rebels on a nearby planet attacking UNSC merchant ships; these rebels are using rogue Spartan supersoldiers and stolen UNSC weaponry. Following the briefing, the Spartans may then chose which wave of deployment that will take; the scout team, consisting of Spartan infantry, the middle team, consisting of light vehicles like Warthogs, and the heavy team in the very back of the column, consisting of heavy vehicles like tanks and even elephant transports. Spartans in these waves are usually deployed via Pelican dropship, although in some matches they may be deployed via Human Entry Vehicles, like what the ODSTs use, or even amphibiously via UNSC submarines or water vehicles. The clan that wins the conflict spanning over the entire series of matches gains a significant increase in points, and all of the captured technology, vehicles, armor, etc. that they took from the defeated clans, making them a stronger and more powerful team. Clans can customize their emblems, colors and armor following matches. Because some clans have thousands of players, if a clan is large enough it is organized into companies of 80 players randomly, although players can trade places with one another for certain companies where their friends are. These companies are the teams that compete in Rapid Dominance.
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