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 #601 Top
Covanant Fleet supply
1-Unggoy Recruitment
2-Unggoy Reproducment
3-Kig-yar Training
4-Sangheili Propoganda
5-Jiralhanae Style Training
6-San 'Shyuum Propoganda
7-Yanme'e Cloning
8-Hurragok ...

Covanent Capital Crew
1-Decon Training
2-kig-yar shipmasters
3-Kig-yar Shipmisstreses
4-Sangheili approved crew
5-Jirlhanae Shipmasters
6-Yanme'e Engeneirs
7-Hurragok Engeneirs
8-Forerunner Equiptment
Reply #602 Top
very nice, forerunner symbols for the emblem things?
Reply #604 Top
hey guys just checking in. I'll be back home tomorrow
Reply #605 Top
Hallo, I would just like to see the Super MAC guns for the TEC, 3000 ton metal sulg moving near the speed of light, it would destroy any ship in one shot, It would also make it so that blasted AI is not over running my planets ever time my fleet is away, just need to limit how many you can have at a planet, to something like four, it just seem's to me that the defense structures are just to easy to mowe over, make so the Super MAC's can fire ever twenty five seconds, that would help to keep the AI fleet in its place, and an idea for forerunner artifacts would be a worm hole maker, move your entire fleet your enemys home planet and wreck chaos, than run back to the worm hole and close it behind you, could make so it can used ever twenty minutes and take up 2000 anti-matter. And I am a huge Halo fan to.
Reply #606 Top
Hallo, I would just like to see the Super MAC guns for the TEC, 3000 ton metal sulg moving near the speed of light, it would destroy any ship in one shot, It would also make it so that blasted AI is not over running my planets ever time my fleet is away, just need to limit how many you can have at a planet, to something like four, it just seem's to me that the defense structures are just to easy to mowe over, make so the Super MAC's can fire ever twenty five seconds, that would help to keep the AI fleet in its place, and an idea for forerunner artifacts would be a worm hole maker, move your entire fleet your enemys home planet and wreck chaos, than run back to the worm hole and close it behind you, could make so it can used ever twenty minutes and take up 2000 anti-matter. And I am a huge Halo fan to.
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The SMAC's are going to count as hangers, repair bays, and point defense so they will kick @$$ :D , but be really expensive. Forerunner artifacts are going to be the artifacts and bonuses, but I don't think that a wormhole generator that could take you to any part of the map would be a good idea :NOTSURE: 
Reply #607 Top
Yeah, unless you pay like, 40000 creds, 10000 metal, 10000 crystal. And it wouldn't be a wormhole, it would be slipspace portal.



I just got the BEST idea!

ok maybe no that good.
We could reshape and rename wormholes to look like the slipspace portal from Halo 3. Instead of being a 2-way thing, it can be one way. And instead of ships just apearing from phasespace, we need to make it look like a purple, or magenta hole apear then the ship comes out, which might be a problem for pple with low graphics.
Reply #608 Top
http://nikon.bungie.org/misc/sloftus_scalecomparison/UNSC-Covenant-scalechart4.gif

sorry if it has been posted-good sizechart
Reply #609 Top
Yeah, unless you pay like, 40000 creds, 10000 metal, 10000 crystal. And it wouldn't be a wormhole, it would be slipspace portal.I just got the BEST idea!ok maybe no that good.We could reshape and rename wormholes to look like the slipspace portal from Halo 3. Instead of being a 2-way thing, it can be one way. And instead of ships just apearing from phasespace, we need to make it look like a purple, or magenta hole apear then the ship comes out, which might be a problem for pple with low graphics.
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I don't really get it. Would you pop-up in some random gravity well or a pre-destined gravity well. One-way would suck, especially if you find your fleet a gravity well away from a bigger, more powerful fleet :NOTSURE: 
Reply #610 Top
Hallo, I would just like to see the Super MAC guns for the TEC, 3000 ton metal sulg moving near the speed of light, it would destroy any ship in one shot, It would also make it so that blasted AI is not over running my planets ever time my fleet is away, just need to limit how many you can have at a planet, to something like four, it just seem's to me that the defense structures are just to easy to mowe over, make so the Super MAC's can fire ever twenty five seconds, that would help to keep the AI fleet in its place, and an idea for forerunner artifacts would be a worm hole maker, move your entire fleet your enemys home planet and wreck chaos, than run back to the worm hole and close it behind you, could make so it can used ever twenty minutes and take up 2000 anti-matter. And I am a huge Halo fan to.The SMAC's are going to count as hangers, repair bays, and point defense so they will kick @$$  , but be really expensive. Forerunner artifacts are going to be the artifacts and bonuses, but I don't think that a wormhole generator that could take you to any part of the map would be a good idea  
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Hangers maybe, repair bays that makes sense but point defence does not. These stations have one huge flaw that prevents point defence, and its the very thing that gives them their power. The magnetic coils magnatize any weapons that are too close for too long making them useless.

If you make them cost enough, there shouldnt be a worry about too many being built, and even if they are so what, like i just said they dont have point defence. Theres a huge bit about this earlier in the postings.
Reply #611 Top
By point defense he means firing big slugs at Covenant ships. That's about it I think. For anti-strikecraft capability it has hangars.
Reply #612 Top
By point defense he means firing big slugs at Covenant ships. That's about it I think. For anti-strikecraft capability it has hangars.
End of quote


That's pretty much what I ment.

Though it would be cool for some defense platform to have anti-strikecraft batteries. A missile platform with anti-strikecraft abilities should be made in order to fill in for the hangers and repair bays that the SMAC takes up. Also SMAC should be something researched, missile platform should be a starter.
Reply #613 Top
There really shouldn't be a limit on how many SMAC's you can build, Earth had 300 SMAC platforms after all. I just think they should be highly expensive, so the player would only build them on chokepoint worlds, or strategicly valueable worlds, not every colony they happen to have. Exactly how the UNSC did it.
Reply #614 Top
Ive been trying to find bombers for the Covanant and UNSC, but so far I have been unsuccessful.
Although I did find this. Could help if we make flood faction.

The Flood go through 4 distinct developmental changes.

1. Feral stage is the lowest form communicating via pheromones, and have the natural instinct to harvest enough calcium to establish a viable Gravemind. (Seen in Halo 1 and 2.)
2. Co-ordinated stage is when the Flood become truly dangerous; they now take orders from the Gravemind that was created in the first stage. (Seen in Halo 2)
3. Interstellar stage allows the Flood to take control of most technology and spread throughout galaxy to infect more hosts. (Seen in Halo 3)
4. Transgalactic[12] the last known stage the Flood enters, theoretically, in which it utilizes all captured technology to depart to uninfected galaxies to further replicate. (Not seen).
Its about gravemind stages. could help for research.
Reply #615 Top
@Imchicken1: There could be a Longsword bomber variant or even a Pelican variant. Longswords are freaking massive for a fighter, too massive. You can walk around in them and they have room for a bunch of people (First Strike, Chief has an ONI officer, an ODST, Sgt. Johnson, and a Pelican pilot all together in a Longsword). Tell me that's not right for a supposed interceptor. Oh and I forgot the MORAY mine dispenser and the weapons locker as well. So Longswords are very big. Almost as big as a Pelican.

Pelicans would be good as a gunship with four 30mm chainguns in the front plus the Anvil II missile pods in the wing roots.

Personally, I would use the Longsword as a sprint bomber and the Pelican as a fighter. Pelican has a lot more thrusters allowing greater maneuverability. Its agility is way better than a Longsword's (it can do stuff a helicopter can, and that's dealing with atmosphere and gravity). Imagine it in space. Longswords are just as big and not meant for rapid jinking and such.
Reply #616 Top
Weren't Longswords multi-purpose strikecraft, meaning they acted as fighters, bombers, and interceptors? Couldn't you just have a smaller, more nimble version for a fighter and the normal version as a bomber?
Reply #617 Top
Well, we want Pelicans in some way in this mod, don't we? I mean, Pelicans are as Halo as Halo can get. They are too small to be a frigate, so in some way being a strikecraft would be good for them. If the devs would just remove that 2 types of strikecraft limit......

But as stated above, Longswords are fast/heavy. That means either an interceptor or a bomber. Personally, I would go fighter/bomber for them, kinda like the Artemis from Freespace 2. And Pelicans would be a slow moving gunship with limited anti-capital ability.

Scenario:

Covenant carrier vs. UNSC carriers:

UNSC sends Longswords to attack enemy carrier. Carrier responds with Seraph fighter screen. With speed advantage Longswords go THROUGH the screen, exposing rears to Seraphs. Seraphs turn to engage Longsword bombers, don't notice Pelicans bringing up the rear. Pelicans come and HAMMER the vulnerable rears of the Seraphs with missile/autocannon salvos, then help Longswords take out the trash.
Reply #618 Top
and then the covenant carrier blows all the UNSC carriers out of commission with a single volley.

and plus, seraphs are faster and more durable than Longswords, so the seraphs would:
1: accelerate faster than the Longswords after turning to face the rears of the Longswords, and blow them up.
2: they are much faster than a Pelican, and can easily outrun that, so basically the covenant wins in this situation.
Reply #619 Top
Ya, thats true. If Longswords were multi-purpose they could engage the seraphs with the support of anti-strikecraft guns the carrier has and if the Longswords should overcome the Seraphs, they wouldn't make much of a difference assuming that the UNSC carrier hasn't yet shot a MAC round. It has been mentioned that UNSC carriers are more powerful than Marathon-Class cruisers. For example, at Onyx the UNSC flagship was a carrier even though multiple Marathons were present. So even if the Longswords fail its quite possible that the carrier would beat the s*** out of the Covenant carrier, assuming no advanced weapons or ordinance of the Covenant are put into play.

Lets not have a fight like we did concerning the MAC and the Shivas
Reply #620 Top
Scenario:Covenant carrier vs. UNSC carriers:UNSC sends Longswords to attack enemy carrier. Carrier responds with Seraph fighter screen. With speed advantage Longswords go THROUGH the screen, exposing rears to Seraphs. Seraphs turn to engage Longsword bombers, don't notice Pelicans bringing up the rear. Pelicans come and HAMMER the vulnerable rears of the Seraphs with missile/autocannon salvos, then help Longswords take out the trash.
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[quote]and then the covenant carrier blows all the UNSC carriers out of commission with a single volley.[quote]

Thats a story I will remember.

I think we should use the multi porpose fighter role for them. Plus, I found 2 more possible strikecraft. One is the Shortsword-bomber. The only problem is, if we use it, it will be wrong according to the stories. It is an atmospheric based bomber. The other is the Skyhawk Fighter. I am unsure if it is atmospheric based or space worthy, but its possible to use. I couldnt find a pic of it.
Reply #621 Top
If the Longswords are to be multi-purpose, then they should have missiles and auto-cannons. If they have both weapons then we have no need for a different strikecraft. The same should be done with the Covenant seraphs. Also, if most ships will have anti-srikecraft guns, Longswords and Seraphs should lean towards the bomber role.

The Skyhawk was atmospheric based. As for the shortsword, I do not know, but if we decided not to go with a multi-purpose Longsword, the Shortsword should be the bomber, wheter its atmospherically based or not.
Reply #622 Top
Weren't Longswords multi-purpose strikecraft, meaning they acted as fighters, bombers, and interceptors? Couldn't you just have a smaller, more nimble version for a fighter and the normal version as a bomber?
End of quote


I like that idea and thats what I already have planned. I am redoing the bombardment to be an "invasion" and instead of bombs the invasion ship will send down pelicans. The explosions will be after some of them land to symbolize battles taking place.
Reply #624 Top
Then smaller longsword fighters it is
Reply #625 Top
For the Covanant bombardment, change the Vasari bombardment beam to blue, and that should be good.

Prowlers are smaller than the standard frigate, so perhaps they could be the scout, and later be upgraded with the stealth such as the Vasaris phasic-cloaking.