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 #1476 Top
What happens If we just nerf the ability? Maybe give an advance warning when the enemy prepares to jump, and then double or triple the time it takes during the actual journey. Perhaps you could only do it once in a while or something. Once again, we'll see.
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slipspace probes?
Reply #1477 Top
What happens If we just nerf the ability? Maybe give an advance warning when the enemy prepares to jump, and then double or triple the time it takes during the actual journey. Perhaps you could only do it once in a while or something. Once again, we'll see.slipspace probes?
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actually slipspace probes isnt bad and their ships go slower and yours faster. canada could you possibly give me the files to this ability id like to try a few things with it

Reply #1478 Top
Well, if you made the direct-route-slipspace slower then using the phase lanes, you'd have to make it toggleble. So I can choose to either go straight to their homeworld, from my homeworld, and give them advanced warning. Or I can go stealthy-like and follow the phase lanes and ambush one of their outer planets. Seems kinda hard to me.

It doesn't change the fact that once the planet is found, this ability becomes retarded overpowered. You all keep thinking that once it's late-game, this ability wont be overpowered, and you're wrong. Even late game, I can't afford to spam 50 SMAC platforms on Every. Single. Planet. I own, it's just not feasable. But that's what this ability will force ALL players to do.

Late game every planet will have been found, and now I have to constantly be wary of a covenant strike force on any of my planets, every planet needs a MASSIVE defense fleet somewhere close to it, and tons of local defenses. Early game, mid game, late game, this ability simply will NEVER work unless you can find a way to get rid of phase lanes. Since the only way to balance this ability, is to make it so you can hide from your enemy.
Reply #1479 Top
is it a possibility that the homeworld can have much larger cap for SMACs than other planets? Reach only had 20 as compared to Earths 300 (i just love the refrences to sparta itself from Grece) Doing so could potentially negate the effect of charging strait into the homeworld and forcing the opponet to capture near by planets to attack from several sides

Can i have opinions please?
Reply #1480 Top
is it a possibility that the homeworld can have much larger cap for SMACs than other planets? Reach only had 20 as compared to Earths 300 (i just love the refrences to sparta itself from Grece) Doing so could potentially negate the effect of charging strait into the homeworld and forcing the opponet to capture near by planets to attack from several sidesCan i have opinions please?
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Idea is good, would be nice to see other planet types with shitload of tac slots, so you could have a "Reach" type planet, where you could spam SMAC's, and repair stations, and shipyards, and make it a very important world. But even so, this idea wont help with the slipspace idea, since to attack from multiple sides all they have to do is capture a planet on the far side of the system, 20 jumps from your homeworld, and attack you from two sides.
Reply #1481 Top
Well, SMAC's tend to kill things. Fast. Really fast. And they have massive range. How fast? One ship every five seconds. So even 1 SMAC can do a lot of pain. Add in multiple SMAC's, plus some ships for defense and you have Reach not falling, especially as SMAC's will repair ships and host strikecraft, and the Covenant can't send down teams to take out the SMAC's planet-side generators. So Reach having a butt-load of SMAC's will force the Covenant to think more than twice about attacking.

This mod will be an example of what happens when an unstoppable object (Covenant) meet an immovable object (UNSC). UNSC are THE faction for turtlers, and Covenant are THE offensive faction, needing only 1 ship for the UNSC's 3.
Reply #1482 Top
Well, SMAC's tend to kill things. Fast. Really fast. And they have massive range. How fast? One ship every five seconds. So even 1 SMAC can do a lot of pain. Add in multiple SMAC's, plus some ships for defense and you have Reach not falling, especially as SMAC's will repair ships and host strikecraft, and the Covenant can't send down teams to take out the SMAC's planet-side generators. So Reach having a butt-load of SMAC's will force the Covenant to think more than twice about attacking.This mod will be an example of what happens when an unstoppable object (Covenant) meet an immovable object (UNSC). UNSC are THE faction for turtlers, and Covenant are THE offensive faction, needing only 1 ship for the UNSC's 3.
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Just thought I'd correct you, the SMAC's wont be housing strike craft, nor will they be repairing anything. That was decided a while ago, actually. But besides that, a dedicated Covenant assault would steamroll UNSC defenses, I mean a SMAC platform would go down just as quickly as any other UNSC ship. So if the covies have that in-system ability, they'll jump in, get hit by a salvo of SMAC rounds before doing an in-system jump and plop themselves right next to the SMAC guns and destroy them in a single volley. So really, SMAC's wont be THAT effective.

Actually, this brings up a question about the in-gravity well jumps, who came up with that? I mean honestly, you can't get a more OP'd ability. It makes any sort of defense utterly pointless since you can just jump yourself from one side of the gravity well, to the other, and then jump yourself right out there. How was this even supposed to be balanced? :|
Reply #1483 Top
well i threw it out there the original ability belongs to the visari. the original ability also disables the target that it jumped too. this can be reversed so that the covenant ship takes disable effect . the original ability has to have a target and it has to be withing a very short range to do it. its not officially part of the mod yet and if its not wanted then ill probably add it to my own copy latter.
Reply #1484 Top
everyone forgot about my suggestion......
Reply #1485 Top
If they are just too overpowered, then we'll just have to put the SMAC down ;)

(Space Police enter the solar system and call out on their subspace radios: Put the SMAC down!)
Reply #1486 Top
i wonder how the science facilities will look like
Reply #1487 Top
The major Human research facility we saw was on Reach I think but that wouldn't work.
Since the Covenant get their tech by imitating the Forerunners maybe they could have a Forerunner derelict ship to learn from.
Reply #1488 Top
well if we remember from fall of reach that the covenant take the technology from any race they encounter. like the human comunications systems when they took harvest.
Reply #1489 Top
speaking of derilicts? Will High Charity even be in this game at all or will we have to rename out home planet to satisify our fandom
Reply #1490 Top
well if we remember from fall of reach that the covenant take the technology from any race they encounter. like the human comunications systems when they took harvest.
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no, in Contact Harvest, the entire setup was destroyed to prevent that sort of thing happening.
Reply #1491 Top
I dont think its a good i dea to change sins phase space its a major part of keeping the game balanced the only thing that should change from the current way phase space works is that instead it looks like slip space and the covies are like 5 times faster. It should not be a tech to research because with out slip space you could not travel to other systems at all let alone to very distant ones quickly. maybe there could be a high teir ability like phase gates.
Reply #1492 Top
speaking of derilicts? Will High Charity even be in this game at all or will we have to rename out home planet to satisify our fandom
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I'm working on getting High Charity done and I already have earth completed. I DO need to know who to make certain planets a race's home planet.
Reply #1493 Top

no, in Contact Harvest, the entire setup was destroyed to prevent that sort of thing happening.
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in fall of reach not contact harvest they said that the covenant used a human communication system to make contact with the ships sent to see what happened to harvest.
Reply #1495 Top
wait im actually caring about halo canon? that cant be. *shoots self* for the sake of saving that bullet for an intruder so i can exercise the make my day laws ill agree with heaven. yes they did communicate with pictures. i swear on that bullet though that i read in fall of reach that the covies did do something with human technology
Reply #1497 Top
hey do the UNSC ships have autocannons? cuz ive just finished makeing a more realistic Kol, it now has 40 autocannons for point defence.(when it fires it looks really cool) Reference: the Autumn in the Fall of Reach (the part of the book where they are defending Reach). and the same idea would be perfect for the marathon or the other caps. if u want to see just send me a message, and If u need any help with the entity or mesh files id be happy to help. thanks.
Reply #1498 Top
^most UNSC ships had point defense autocannons
Reply #1499 Top
^most UNSC ships had point defense autocannons
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no, im asking if the ships in the mod have point defence cannons
Reply #1500 Top
with the whole planet jumping thing, ummm, uhhh

yeah

maybe im not thinkin hard enough for the answer

or maybe the answer is so simple i overlooked it

my head hurts, er, i think my brain just peed it self