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 #926 Top
ok for balancing purposes i thin we will nerf the longswords and pelicans cause if all frigates get some and now the platforms get them well thats alot of longswords
Reply #927 Top
To be honest, NOTHING on the UNSC's side should ever get nerfed, ever. If this mod goes for asymmetrical balance, then the UNSC is allready vastly weaker then the Covenant. Plus, Covie Seraphs dominate Longswords. So while the UNSC will get a lot of Longswords, they'll be wiped off the map by Seraphs. And in the end, Seraphs would be about the only thing the Longswords could hurt, unless they had a single-use nuke or something.
Reply #928 Top
think about it this way. thats way too much action going on at once and i dont know about you but not everyone has the perfect requirements for this game. my system lags if there are to many fighters. instead focus on the object they come from so my system wont lag.
Reply #929 Top
Well there's a simple solution to that, modify the mod when you get it to your specifications, or simply keep all fighters docked. I mean I don't mean to sound rude, but it's kinda self-centered to have the mod dumbed down because you bought a game your comp can't handle. The mod should be made up to standards, and only then should one of two things happen.

1: You mod it like I said earlier
2: A seperate, dumbed down version is released.

Because I don't know about others, but I can handle a bazillion fighters, and would like to enjoy the mod to it's fullest.
Reply #930 Top
1: You mod it like I said earlier.
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Its in text already so it shouldn't be that hard. And anyways, not everything is going to please everybody(not to sound rude ;p )
Reply #931 Top
yup, on previous pages we discused about it. We came to a decision that the SMAC would be Ultra expensive, and have a squadron or 2 avalible.
Not sure if that decision still stands tho...

Edit/Add: If people are REALLY into making squadrons even, make seraphs have 5 in a squad (like the Vasari's), and Longswords have... 7? 8? dunno....
Reply #932 Top
my comp can handle it its above the minimum but its still not the maximum requirements (like one graphics card model lower than the recomended one). besides its just a suggestion. i didnt mean to sound selfish but i think that the fighters are kinda boring because theylack detail in the original version and if you have enough its a cheap army that can be replaced very quickly and can rape frigates even anti fighter ones. this is only my opinion so please be nice.
Reply #933 Top
ok as far as makeing it so people with crappy comps can use it. we will have to make it
just like sins now i dont want to have it were all of a sudden every one and there mother has fighters flying around. also as far as SMAC guns go there was 300 at earth in clusters of 3 and we are going for realism thats 600 fighetrs i dont think so we will figure it out
p.s how amny people are trying to code things for this mod cause right now as far as coding its just me and canadaman and intill someone messages us and says other whys dont assume because we agree on something on the forums it will come true


p.s.s we got rid of crstal and made it humans and uped the rate so to make ships it will take money metal and humans to make
Reply #934 Top
im trying to work on the covenant shields and ive just made a major breakthrough thanks to helioforge and many other people. ive talked to canadaman and im willing to help as much as i can. by the way im goin on vacation tomorow at noon so ill be
out of touch for 7 days.

now that ive finally found a solution i just need to mess with the text for a bit and it will be done. i hope im not too late.
Reply #935 Top
well, there are actually a few kinds of frigates that the unsc utilize

1) aereis class (i.e. Foward Under Dawn )
2) a type of carrier frigate that uses fighters (smaller then the aries,and less armoured without the mac cannon or nukes)
3) a missle unit (these have none of the point defence as the others)

they also have corvettes like the makos or the fast attack units Most likely as scout frigates

as for cruisers here are some
1) Marathon class (ala Halo 2 )
2) halycon class ( you already know )
3) leviathan class
4) feneris wolf type http://carnage.bungie.org/rogerwilco/images/Fenris_Wolf_Fore.jpg

the captioal ships can be as follows

1) Modified halycon (support like the dunov)
2) supercarrier (i.e. Trafalangar)
3)Sprit of Fire type

just a thought
Reply #936 Top
Keyes, while Earth may have had 300 SMAC platforms, you'd never see that kind of defense in Sins. Planets will still have slots I'm sure, and I highly doubt any planet will have 300 tactical slots lol. Considering SMAC platforms basicly combine repair platforms, antimatter rechargers, hangars, and cannons, they'd probably be expensive, and take up a lot of slots. I'd imagine like 8 slots for a SMAC, and a couple thousand creds/metal/crystal. So there'd be enough to defend a planet, but nowhere near the numbers of the canon universe.

Also, if we're going for realism, as much as possible. Fighters wont be able to hurt the big ships, well maybe Seraphs.... But UNSC longswords wouldn't be able to touch a covie ship unless they had nukes. So I'd imagine all those longswords would primarilly be used for anti-fighter defense. Seraphs on the other hand, will rape everything. But like all other covie units will be expensive and slow to build, to counter-act it's superioity. Seraphs should also come in groups of 10, since it states on Halopedia that's the standard attack formation for them.

These are all suggestions, regardless of how I worded them, so don't make any comments about the whole "They will" statements.
Reply #937 Top
About the SMAC cluster of three: This is a bit of a long shot, but here it goes. Would it be possible in any way to make a cluster of three SMACs in place of just making one at a time(don't hurt me!)
Reply #938 Top
Hmmm Ok I got another Question Lol. Im bored out of my mind right now ive been wating about 2 months for the halo Mod itself. I know the team is working hard and It looks wonderful right now. Im wondering when this mod is gonna be released. I mean Im so bored I need someting new Something Halo lol .
Reply #939 Top
About the SMAC cluster of three: This is a bit of a long shot, but here it goes. Would it be possible in any way to make a cluster of three SMACs in place of just making one at a time(don't hurt me!)
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my thoughts exactly i was thinking of having it where the model looked like three platforms and it would act in salvos so each salvo would be 3 mac rounds for the cluster


Hmmm Ok I got another Question Lol. Im bored out of my mind right now ive been wating about 2 months for the halo Mod itself. I know the team is working hard and It looks wonderful right now. Im wondering when this mod is gonna be released. I mean Im so bored I need someting new Something Halo lol .
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as far as relaseing this whole thing our biggest concern is models right now canadaman iand i are working on a good alpha for yea but be patient please
Reply #940 Top
About the SMAC cluster of three: This is a bit of a long shot, but here it goes. Would it be possible in any way to make a cluster of three SMACs in place of just making one at a time(don't hurt me!)my thoughts exactly i was thinking of having it where the model looked like three platforms and it would act in salvos so each salvo would be 3 mac rounds for the cluster
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A cluster of 3 would be much to powerful, unless it used alot of Tactical slots.
Reply #941 Top
well with in systme jumps they wouldnt be and yes and reach willl ave ALOT of tactical slots earth needs to be almost un capture able but "ALMOST" the cluster would be really powerfulto any frontal attack ship but they will turn really slow so if the covenant did an in grav well slipspace jump then they will be vulnerable

Reply #942 Top
In the books, there is a description of a Covenant Shipyard, and I believe there is a short one in both Contact Harvest and Ghosts of Onyx of a UNSC.

And if those don't help, just by looking atthe general design of other installations we've seen of both sides, you could surmise what they would look like.
Reply #943 Top
About the SMAC cluster of three: This is a bit of a long shot, but here it goes. Would it be possible in any way to make a cluster of three SMACs in place of just making one at a time(don't hurt me!)my thoughts exactly i was thinking of having it where the model looked like three platforms and it would act in salvos so each salvo would be 3 mac rounds for the clusterA cluster of 3 would be much to powerful, unless it used alot of Tactical slots.
End of quote


Turn prefer to focus fire to no and bring the power of each round fired to that of a frigate's MAC, it won't be to powerful.

EDIT: I think you can fix the SMAC so it won't be affected by research.
Reply #944 Top
A single SMAC round can take out almost any Covenant ship in a single shot. Plus it massively outranges them. One SMAC can seriously devastate Covenant assault groups before they can close to firing distance.

A SMAC does 1 shot every 5 seconds, a 1 shot = 1 kill. So in 25 seconds, you have 5 Covenant ships killed. That is a lot of Covenant firepower gone, and a lot of UNSC ships saved, allowing an effective counterattack.

2 SMACS will have 10 ships destroyed, and 3 = 15 Covenant ships gone. Add in the fact that SMACS in-mod will be repair platforms and hangar platforms as well and you have a seriously overpowered tactical weapon, which is good because Covenant ships seriously overpower UNSC ones and can win against 2:1 odds.

The UNSC is a very defensive-minded faction in the mod, and a well-protected world will require a massive fleet to crack open, and will still suffer major casualties and leave that world vulnerable to UNSC counterattack until reinforcements arrive.

UNSC has to win by outlasting and surviving the Covenant onslaught, and playing dirty at every opportunity. They turtle, tech, and then conquer.
Reply #945 Top
I don't agree with the whole, automaticly placing in groups of three. While we should stay close to canon, we shouldn't limit a players choices. If that player wants to put them in groups of three, which would be wise since stacking guns is allways a good thing, then he can. But if he doesn't want to, you can't force him. Not to mention, you'd basicly have to ruin the entire SMAC platform to make it work. Since it wouldn't be able to have 3 realistic stats, WAY too much firepower. So you'd have to basicly nerf the whole cluster so it's got the strength of a single SMAC, which defeats the purpose of stacking them in groups. Just leave it as a single gun, and let players choose where to put them.
Reply #946 Top
of first of all the smac guns are not doubleing as repair and hangers so dont assume things secondly you didnt hear what i said the covenat can jump any where in a grav well meaning they can jump behind the mac guns we probally have to increase the size of grave wells so they can wait out side a kill zone also yea they are powerful but you also forget mac didnt always hit there targets and sometimes they will shoot the same target so the whole overpowering thing is not an accurate stament
Reply #947 Top
of first of all the smac guns are not doubleing as repair and hangers so dont assume things secondly you didnt hear what i said the covenat can jump any where in a grav well meaning they can jump behind the mac guns we probally have to increase the size of grave wells so they can wait out side a kill zone also yea they are powerful but you also forget mac didnt always hit there targets and sometimes they will shoot the same target so the whole overpowering thing is not an accurate stament
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1: SMAC platforms ARE doubling as hangars, I know that much for sure. I just assumed they would double as repair stations since they could dock frigates, and destroyers, and would have full repair crews onboard.

2: Well if the player was using SMACs properly, the SMAC platforms would be as close to the planet as possible, IMPOSSIBLE to jump behind them unless you can jump INSIDE the planet. If the player leaves the SMAC's flanks exposed, that's their problem and has nothing to do with the mod.

3: SMAC platforms almost allways hit their targets, the only exception being at extreme ranges. But due to the fact that a SMAC round traveled almost the speed of light, it'd be impossible to dodge it at close-medium range, which is where most engagements would take place in Sins. Also, it's the players choice to position SMAC platforms properly so they don't all target the same unit, so again that has nothing to do with the mod.

In the end, the cluster idea is just pointless, and wouldn't work properly as something would have to be removed. You can't give a player three fully operational SMACs for the price of one, and you can't jack up the price cuz then it's too hard to properly defend yoru planet. That means you'd have to dumb down the cluster to be as strong as a single SMAC, which is just stupid. Just make it singular and let the players build them, it works fine for every other mod, it'd work fine here.
Reply #948 Top
1: SMAC platforms ARE doubling as hangars, I know that much for sure. I just assumed they would double as repair stations since they could dock frigates, and destroyers, and would have full repair crews onboard.
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Me and Canadaman are working on this mod and dinoff is helping also
as of right now we ARE NOT doubleing the Platforms as a repair station
and im gonna let you know why just so you will stop saying it
i currently have right now a model for the UNSC cradle
wich will be our repair ship anything i would much rather dumb down the platforms and make them cheaper and more numerous then have a jack of all trades
also as far as damage is concerned
The primary and crucial armament is a Mk. V "Super" MAC gun capable of causing near-fatal damage to even a shielded Covenant capital warship with a single slug
End of quote

notice the near fatal part so depending on the ship size would depend if it killed it or not in 1 shot
Reply #949 Top
Hey People, I'm back! I had my birthday yesterday but now I'm ready to get back to some modding  ;)