Dark_Lord1399 Dark_Lord1399

Halo MOD?

Halo MOD?

Ok so I am just throwing this idea out there because I am a Halo fanatic and I think that this game could easily incorporate the Halo universe into it. I am not a very good designer but I can provide support and more ideas. There are already two races that could easily be changed into the Humans and the Covenant( TEC and Advent). All we would have to do would be to change ships some and add  gauss guns to most TEC Cap ships. I know this might take a long time but if it means that we will finally have a Halo space combat game then it will be well worth it.
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Reply #976 Top
i think we should use pirates for rebels and use vasari ships with advent weapons for the covenant. (But what about the flood?)
Reply #977 Top
i was think of just making the flood of having a mixture of covy and human ships but they be less as strong
Reply #978 Top
No flood as pirates. Just think about it, influencing an extra-galactic parisitic race bent on consuming all sentient bio-mass, with credits. Uhh, I don't think that's realistic.
Reply #979 Top
yea me and canadaman had talked about that part he had thought it would be funny to use human sacrifices instead since we are tradeing crystal for population but yea dont think flood as pirates would work
Reply #980 Top
When were pelicans ever in an SMAC though?In the Halo 2 level Cairo Station, yes.Also from Chapter 35, pages 312 & 313 of the novel The Fall of Reach The docking bay had a dozen ship berths on two levels. The Master Chief spotted a few battered Pelicans; a station service bot; and in berth eleven, a sleek private craft held in place by massive service clamps. . . .
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well ill give you halo 2 there were a few pelicans, but as for the other, Reach station gamma which your quoting here was just a rig, not an orbital gun. If they did hold ships it would only be a max of 12 each. probably just half that.

ok so lets give SMAC one squadran as well as light repair abilities.



Reply #981 Top
it would be funny to use human sacrifices
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lol

Ya, UNSC not Aztec ;D
Reply #982 Top
lol he said that we could give them china they got plenty of people
Reply #983 Top
lol he said that we could give them china they got plenty of people
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lol that wasn't supposed to get out  :NOTSURE: 
Reply #984 Top
whoops 0_0
Reply #985 Top
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at last here is a textured UNSC PILLAR OF AUTUMN i havent add the normal maps or anything but its almost there

i gotta add more detail
Reply #986 Top
i understand with the fleet logistics point ,but thats something we can mod a lot easier thought i did like the idea with the whole self repair ,cause all ships have a limited amount of repair capabilities ,cradles had the fastest repair rate in the fleetand is the only thing close to a refit station that we know of yes the SMAC platforms had repair abilities but nothing near a cradle and i don't want to be in a battle an all my antimatter is gone on repair
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It'd simply be nice to have two options, a stationary repair facility and a mobile one, same as the game. Sometimes I'll need field repairs while invading another star system or something, that's where cradle comes in. Sometimes I'll be on the defensive and wanna spam Marathons, not a bunch of Cradles, that's where a repair station would come in. Plus it'd be a nice defensive advantage (Since the UNSC were all defensive) to stick ships near SMACs so as the SMACs and ships tear into the incoming covies, the ships can also get repaired by the very platforms they're protecting.
Reply #987 Top
i understand your argument be we are assumeing these SMAC platforms had repair capabilities what if the docking area was just a place to load and unload personnel not a repair place it could just be a loading dock for all we know i find it hard to believe that a tactical structure would spend time repairing a ship while in a combat zone or wast its resources doing so plus by haveing a station like that you could make outposts for attack like a gas giant just park one of the cradles and attack pull back the crictally wounded ship back to the cradle and stuff like that
Reply #988 Top
I have realized that ships in halo seem to have "Supreme weapons", and "S*ity health". thats just an opinion of mine...

And heres what I say also:
Cradle = Repair Ship
SMAC = Cannon, 1 hanger slot, small repair capabilities (once every 2 min.)

To make it fair, the SMAC can't be repaired, which prevent ppl from placing 100 Cradles or repair stations around them...
Reply #989 Top
i understand your argument be we are assumeing these SMAC platforms had repair capabilities what if the docking area was just a place to load and unload personnel not a repair place it could just be a loading dock for all we know i find it hard to believe that a tactical structure would spend time repairing a ship while in a combat zone or wast its resources doing so plus by haveing a station like that you could make outposts for attack like a gas giant just park one of the cradles and attack pull back the crictally wounded ship back to the cradle and stuff like that
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A SMAC -WOULD- have repair capabilities, a station like that WOULD have repair crews, there's simply no question. And in battle, it'd do unorthodox things. I mean when faced with total anihilation you tend to do things that weren't thought of before. This would include having repair crews repair nearby ships, so they can help defend the SMAC against Seraphs and boarding parties, while the SMAC defends the ships against the enemy big ships.

I'm not saying it's repair capabilities should be immense, just something like the vanilla repair station, while Cradle can repair 100, or 200% faster. Just SOMETHING we can use an alternative to wasting fleet logistics. While plopping a Cradle down and using it as a station sounds good in theory, it STILL uses fleet logistics that I could spent on a Marathon.
Reply #990 Top
hell if you put it that way every thing has repair capabilities but sins doesn't work like that in game ship and buildings repair their selves over time maybe if we made the ability and called it resupply it would give a few hull points back and antimatter that would be more realistic
Reply #991 Top
hell if you put it that way every thing has repair capabilities but sins doesn't work like that in game ship and buildings repair their selves over time maybe if we made the ability and called it resupply it would give a few hull points back and antimatter that would be more realistic
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Every little helps, but if we're gonna go that low, we should then add a dedicated repair STATION (Not cradle) since, I for one,almost never use repair ships, I spam combat ships and just fall back to my planets to repair. I do NOT wanna go without repairs because this mod doesn't have a repair station :/

Idea! Let the shipyard repair, I mean it's got all the supplies to build ships, it has several berths for ships, why couldn't it repair ships in th empty docks while it builds others?
Reply #992 Top
thats a good thought what is your only beef with it being a ship rather then a station is it logistics points hell why not just make the cradle the station and not a ship
Reply #994 Top
Great work on the Pillar of Autumn cap'n! Now we just need to get some detailed textures... I think I have just the stuff thats left over from another model.
Reply #995 Top
thats a good thought what is your only beef with it being a ship rather then a station is it logistics points hell why not just make the cradle the station and not a ship
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Pretty much logistics is the only reason I want a station. Having a mobile repair station is handy, but sometimes you just wanna be able to repair your fleet without having to waste a portion of it for repair ships. That's why I like the vanilla games approach, you can build a mobile ship that can give field repairs, or a station that can give repairs, to augment to the players playstyle. I feel this mod should do the same, make Cradle replace the Hoshiko and then make a repair station. Most UNSC space stations aren't shown, or even described, so either this mod will only have one or two space stations per side, or we're gonna have to use fan-made ones. I'd rather have fan-made stations then no stations at all. And if we need to make a fan-made repair station, lets just do it.
Reply #996 Top
this mod will only have one or two space stations per side, or we're gonna have to use fan-made ones. I'd rather have fan-made stations then no stations at all. And if we need to make a fan-made repair station, lets just do it.
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Once again, Im going to have to agree with Colt. Got to make a fan-made station rather than bickering over whether or not SMAC's have ship repair
abilities.
Reply #998 Top
Wait a second. Halcyon-class ships don't have lasers. Or shields.

Okay aside from horrible pointing out of obvious for bad joke....

Looks sweet! Halcyons are basically the damage sponges of the UNSC fleet, and I hope it has more than or equal to a Marathon's HP/armor in-game and finalized.

And I really hate to bring this up, but I have no real choice. Has the whole super-powered Pillar of Autumn vs. regular Halcyon thing been finalized? Sorry but its just eating at me.
Reply #999 Top
I would like to bring to light my idea for something that, if no one has realised already, a race that can really fill in the niche thats left with the main ideas only including Covenant and UNSC. I believe the 3rd race, which could be placed as the Advent (or the Verdani, which would fit into place story wise as the race that is in a way threatened by the flood), would be the Forerunner Monitors, the machines left by the Forerunners to safeguard the 7 Halo Installations as well as the Ark. There is a Flying unit from Halo 2 that could fill the role of the fighters, its the big ones you face with the shields n the minicannons, they were like drone fighters in relation to ship size. Now i havent played the game Sins yet, but im guessing you have governors of planets and such governmental systems? So for the Machines the Monitors can be your governors. Another gameplay feature for this race could be that they start off with The Ark homeplanet, and you have to manufacture the 7 rings, the superweapon of the race then being "wipe out all life in a certain (large) radius around the ring" which can be activated by all 7. Possible cap for number of rings, limiting them to 7., Their ships could have a general design of the mini laser defenders, perhaps the main capital ship being one like an Ori Battleship from stargate, where it has the massive continuous laser (taken from mini defender). What else could there be...oh there was a map both in the halo 2 campain and in multiplayer where there is a gas harvesting facility, and it looked like an addon to the ring, attached by a massive electric cable? I think good idea for Logistic structure. Also, with the whole thing of space junk in the original Sin game, when a Ring is...eventually...destroyed, it leaves a huge space junk area.

Just an idea to fill in the "3rd race gap"
Dubaian.



<-/-()-\->Some say his voice can only be heard by cats and that hes banned from the city of Chichester. All we know is hes called the Stig<-/-()-\->
Reply #1000 Top
The Halo rings/Ark have been established as a goal of the mod. UNSC destroy the rings, Covenant fire the rings after a set time of course.

Sentinels and Enforcers(the flying units from halo2 with the shields) will act as the militia you find at new planets, at the Halo rings/Ark

I don't know if there will be a Monitor because those things are freakin' annoying and I know EVERYBODY will be shooting MACs, Nukes, and Plasma Cannons at the Monitors when they remember what 343 Guilty Spark did in Halo3 :SNIFF!: 

1000th post :D