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  1. This is Firefight Versus. It is a 3v3 gametype I designed as an upgrade to Halo Reach's ability have PvP in Firefight. I designed this During my Playlist Menu Idea Topic: https://forums.halowaypoint.com/yaf_postst230565_A-Playlist-Example-For-Halo-5.aspx This is a more detailed explanation on it. I hope to explain it's rules and customization abilities are here. This isn't as simple as a trio of Storm Elites being actual players. The Elites can command groups where to go, both Spartans and Elite can call in support troops when on Sprees. the higher the spree, the better the support group. They would be: Spree Medal Spartan/ Covenant Elites Reward Killing Spree AR Marine Squad (4) Killing Frenzy BR Marine Squad (4) Running Riot CQC Marine Squad (4) Rampage Sniper Marine Squad (4) Untouchable Explosives Marine Squad (3) Invincible Assault Spartans (AR/BR/DMR)(3) Inconceivable Specialist Spartans (Camo/Shotguns/Snipers)(3) Unfrigginbelievable Explosives Spartans (Rocket Launchers)(2) Storm Elites Reward Killing Spree PP Grunt Squad (5) Killing Frenzy Needler Grunt Squad (5) Running Riot Carbine/ Shielded Jackal Squad (2 of each) Rampage Sniper Jackals (4) Untouchable Specialist Elites(4) Invincible Hunters (2) Inconceivable Promethean Knights Scattershots/ LRs(3) Unfrigginbelievable Promethean Knights (Binary R. Inc. Cannons)(2) Now, obviously, those last ones are not gonna happen alot, but with this new method in which you earn sprees, they will show a bit more. Spree's require 10 enemy kills for the Storm Elites and 20 for Spartans (Spartans require more because they have more potential kills) in Firefight Versus. Players are worth two kills to that count. Now sprees are a collective multiplier for the whole team and all the players on the team contribute to it, and the player who earned the current spree is a VIP. A player earns and "holds" the spree by killing the enemy that earned the Spree Medal. If that player is killed, the Spree is reset. in other word, its like a relay. you want the player who is in least danger to be carrying your Spree. For example. The game starts. The 3 Spartans are killing foes, their kills are all adding to the spree count. one player gets ten kills, one teammate gets 9, but the last teammate gets the 20th kill. He holds the Spree. If he dies, the Spree is reset, if any of the other two die, it is safe. if a different player gets the next Spree medal, he can choose to carry it or let the current holder keep it, but once he decides, the team cannot decide to "baton pass again". Kills while in this decision mode will not count to your Spree, so it is wise to choose quickly, this stops abusing the rules to never drop the Spree. This promotes ALOT of teamwork to get the higher rewards. In Custom Firefight, you can edit the support drops, change from troops to weapons, or even the actual troops, and there would be more options than what I posted plus all the other usual firefight options. Also, you can apply skulls to BOTH teams and they can have different skull sets between the two. There is also a setting for a randomized skull or skulls. reset or Personal loadouts can be chosen from, depending on the variant. Different maps could have different support troops on playlists (forerunner maps could have more Promethean support troops). Both teams start with a 15 life pool. If one player kills three players without dying gives the team a bonus life, and a killing spree earns them one. and every second Spree Medal adds an extra life to the current amount. To add an extra competitive edge, the team with the most points at the end of a round (5 Waves) earns a bonus life, giving scoring in this mode a purpose beyond time expire/ game completion. There is a max pool of 24 lives. The game lasts 25 minutes on playlists, or a full set (but this can be edited on customs) if neither team depletes the opposing team to 0 lives and finishes the team in final stand, the team with the highest score wins, If somehow this is a exact tie, it's just that, a tie (Spartan/Covenant Elite Players are worth more points than Storm Elite players, as are their support troops, to balance scoring). Firefight Versus works in Waves, Rounds and Sets like the other Firefight mode, but as stated above, only the team with the highest score earns the bonus lives (A tie in score results in a bonus life given to both teams). Anything Bolded can be edited in custom mode. Custom Edit Options I can think of beside the universal ones like move speed and over-shield. feel free to add your own thoughts. all options Bolded here can have a different setting for each team. Spree Holder Traits: Standard mode specific Player trait alter option. Custom Skull/Power Up Traits: Now there are up to a 100 custom skulls/power ups, and can be saved to a "library" to "call-up" in other variants (Custom Games/Firefight and the Skulls can be used in Campaign for fun factor). You can name the skulls/power ups, set score multipliers, alter individual weapon damage rates and I would love to hear what you guys can come up with. Score Rewarder: This rewards a team with a editable reward. This essentially replaces ordinance, and is unique to Firefight, as in only in Firefight. The player can set it to any combination of 3 choices, like ordinance, between weapons, squads, AAs, power-ups an lives bonus. up to ten instances of these can be applied. Spree Rewards: This can be changed to the same stuff mentioned as Score Rewards. Objective Mode: This was kind of implemented in Reach, but never really tried often I find. In Firefight Versus, multiple Gametypes are now able to be thrown into a Firefight mix, such as CTF, Stockpile, Invasion, Dominion, KOTH and all that good stuff. This could end up with some REALLY awesome Gametypes. Wave, Round and Set Duration/Population: Edit whether the Waves, Round or Set is timed, and if players earn bonuses for killing all its enemies within said limit. also alter the amount of enemies in a wave, Waves in a Round and Rounds in a Set. Custom Hazards: Choose the enemies from Drop Pod Hazards, Hazard Vehicles etc. Anything you guys can think off? Now I come to Firefight Map Editor. And I say "Editor" not "Forge" for a reason. I personally believe that a Firefight Map Full System would be to complicated to make and implement without having lots of glitches, faulty AI, faulty walk-path programming and general flaws. I propose a series of default Sandboxes and the original maps are available for EDIT. Not fully fledged construction. Movable Spawns (AI and Player), pre-built structures with AI movement Scripts, Gravity Lifts and Man Cannons, Teleporters, Objectives, Ammo dumps, Support Drops Areas and others. I feel this would be easier to implement, and a working "Editor" would be better than a faulty "Forge". What do you all think? I Honestly believe this to be my best idea ever as a concept for a Halo game. I would Love all the support we need to get this in a Halo Game, If not 5, then 6.
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