UNSC and Covenant Factions remade V2

Last post 12-12-2009, 10:41 PM by Shadow Titan. 182 replies.
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  •  11-28-2009, 7:07 AM 777663 in reply to 777657

    Re: UNSC and Covenant Factions remade V2

    Ok

  •  11-28-2009, 8:25 AM 777671 in reply to 770803

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Ok now the heritics.

    POWER- from halo 2,a phantom glides over the area you marked and a bomb(covi bomb used to destroy unsc stations)comes down the grav lift and detonates 5 seconds later,the blast would be enormus,killing everthing nearby(not building,they are not effected too much)VERY LONG recharge.

    UNITS

    CONSTRUCTIVE SENTINAL- in the name practically,sentinal that builds. At tech 0- forruner supply elevator,forruner reactor.In defences,covi barriers.At tech 1- hall,gantry, forruner sentinal construction facility and forruner power station become avaliable.in defences,shield barriers,shade turret are avaliable.At tech 2 ,plasma conversion facility,in defences the AA covi turret and the second shade.At tech 3 nothing new,at tech 4 in defences ,mega turret(has a moderate range,powerful,moderate recharge.)

    upgrades- offensive protector,shield,others too,tech 0 unit.in the FSCF,(listed above).

    GRUNTS- 3 grunts with needlers,one elite with a shield and a carbine.upgrades- reinforments,(adds another elite)plasma grenades,fuel rod gun,offensive protector(like what prophet has)others.tech 0 unit,in hall.

    ANTI INFANTRY ELITES- 3 elites with carbines and shields,reinfoments,(brings it to 4)forunner shields(lowers sheild  recharge time),offensive protectors(two),sentinal beam(massively anti infantry,2 recieve them)tech 1 unit,in gantry.

    SUICIDE GRUNTS-AT and anti buildings,consists of 4,plasma pistols,leatal vs tanks,much faster than HW ones,same upgrades though,tech1 unit in hall.

    SENTINALS- flying all the time,consists of 4 sentinals,is equal to heavy troopers.upgrades- sheilds,heat detector(increases range and gives them the ablity to detect stealth)forruner sheilds,stun,emp burst(vehicle stun,ablity)self destruct(when killed falls to the ground and explodes,like a grenade)tech 2 unit,in FSCF.

    HERITIC LEADER- in h2,flys,holds 2 plasma rifles,upgrades-holo drones(decoys),plasma grenades,forruner sheilds,offensive protectors,others too. tech 2 unit in gantry.

    GHOST- same,in hall.tech 0 unit.

    SPECTRE- same in gantry tech 2 unit.carbine elites on the sides BTW.

    SHADOW- same in gantry tech 2 unit.

    WRAITH- same in gantry,tech 2 unit.

    BANSHEE- same in gantry tech 3 unit.

    PHANTOM -same in gantry,tech 2 unit.

    SUPER SENTINAL- 3 lasers,1 stuns,2 others do the damage,should easily beat all aircraft but when out numbered should lose quite quickly. tech 3 unit,avaliable in FSCF.

    UBER SENTINAL- strong,plasma is deadly to infantry,sheild deflect everthing,(except rockets,plasma and heavy turrets),crush ability destroys vehicles,mega barrage too.upgrades-unknown,tech 4 unit,in FSCF.

    BUILDING

    FORRUNNER SUPPLY ELEVATOR-builds supplys.

    FORRUNNER REACTOR- tech up system and upgrades in general.

    HALL- deploys grunt related squads,(grunts,suicide grunts and ghosts)

    GANTRY- deploys elite related units,(anti infantry elites,heritic leader,spectre,shadow,wraith,banshee,phantom)

    FORRUNNER SENTINAL CONSTRUCTION FACILITY- produces sentinal related units(constructive sentinal,sentinals,super sentinals and uber sentinals)

    PLASMA CONVERSION FACILITY-creates plasma at the cost of resources.

    FORRUNNER POWER STATION- create electricity,a new resource,included in sentinal prices.eg sentinal-300 resorces,200 electricity.

    Thats it really,any more ideas that add to this are greatly welcomed,i dont have anymore ideas for hw2,altough unit build times need to be reduced.

  •  11-28-2009, 9:42 AM 777678 in reply to 777657

    Re: UNSC and Covenant Factions remade V2

    im sorry i didn't have time to read the posts before because it is really late but i will read it thanks though
    "What is the first thing you think about when a girl touches you?"
    "Sex"

    "oh my god! WITCH!!!!! What the hell are you doing don't just stand there help m.........(XP)
  •  11-28-2009, 10:52 AM 777687 in reply to 777678

    Re: UNSC and Covenant Factions remade V2

    Well I'd like to thank you guys for coming up with ideas.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  11-28-2009, 11:01 AM 777690 in reply to 761899

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    UNBELIEVABLE:

    heres a list of ideas on how to make a good HW2.

    1.custom armies- you can customise your units and team. of course there are default teams but a slot either side for your unique team.this includes units upgrades,powers,ecobonus.

    Well, this is a great idea but it might be difficult for people who start playing because they will be killed by more experienced players. All in all, though, i think this is a superb idea

    2.intorduce territory-this makes fight for land very competive.split up map into squares,red is enemy,green is allied,white is neutral.to capture remove all enemy STRUCTURES not troops and build an outpost inside.

    I think a new mode should be made for that so it wouldnt be entirely different from Halo Wars. The mode can be for the more competitive players.

    3.fixed bases - get rid of them,they ruin it ,start with an outpost that makes engineers and mongooses.free build would be much better.

    I think Robot tried to do this but switched to the fixed base idea because it would make  knowing where your base is in a heartbeat. I think they can do the free base thing now because there will be experienced players already.

    4.leader powers- cut covi leader powers,replace with support powers. makes the game more even.eg - mega turret barrage or a blast from covi ship.

    Yeah it was cool to control the vortex when you are a Chieftain, but i hated when every single unit took aim at me it sucked. I think there was an idea in another

    5.more leader powers- UNSC-carpet bomb,mac, cyro,napame bomb(leathal vs air, infantry and light vehicles)emp bomb ( no effect on infantry ,stuns air and vehicles for twice the time of cyro)for covi= ship blast of some sort,plasma bomb(= to nabame bomb) mega turret barrage.

    6. 5 tech levels-why? it adds more upgrades, it spreads the units better(tech 0- just marines,engineers,tech1-scouts,marines,anti infantry units,engineers,tech2-more adv infantry, light vehicles.tech3 - only difference is all infantry and scorps and hornets avalible.tech4- more adv vehicles and air.tech 5 - everything.

    This may make games last awhile but  i dont know...

    6 long reactor builds- by this i mean,first reactor = 2 mins,second = 5 mins more,third= 7 mins, forth= 10mins,fifth=12mins to build.this encourages early war ,rushes and discourages turtles.

    Rush Mode xD (opposite from No Rush Mode

    7.pop limit- every sector captured adds pop,start off at 100. massive wars, yes.

    This might cause the game to lag tremendously not to mention the map has to compensate the mass amounts of units on the screen (and thats from only 1 player) you also have to think about the code that has to be done in order for this to work

    8.unit pop-infantry very low(1-2) light vehicles(2-4),air (6-8) heavy vehicles(6-8), uber units (15-20),why, makes infantry very appealing to use.gets rid of full pop vehicles or air.but vehicles and air must be made unbelievablely powerful so they seem worth it.and uber units have to kill an army by itself.

    What will the final Pop. Limit be? Going by what you are saying the numbers might be up to 1000 (random number)?

    9.rock paper scissors- didn't work in HW, dont try again.

    i agree. an example of this failing is Grizzly vs Hunter. Hunters die miserably.

    10.new game types- some infestion one where the first team to get to a certain forerunner building turns into a flood team that never runs out of men and all enemy are limited to tech3 and last one to survive wins.(not including flood)also king of the hill would be great and a free for all.

    I came up with some modes too :) (king of the Hill might be difficult, though, just put 5 cobras in the middle of the hill like a triceratops formation and you would win)

    11. equality- make unsc and covi equal its stupid having covi weak.

    Agreed. I hate it how Covenant is considered to be weaker than UNSC how did the UNSC lose the war again (not counting space battles and glassing) Mass hawks and you automatically win the war (who was in control of this army anyway? they were probably sleeping on the job)

    thats all i can think of for now, i will draw up a set of equal teams for covi and unsc later.(it would be brill if somone from robot comments on these ideas,if they used these ideas HW2 is destined for sucsess) if you disagree with anything please say, the more we fine tune these ideas the better they become.

    Destined for Success? The game will succeed.I know you are reading this Robot, I can see everything mwhahaha *joking* (or am i?)


    "What is the first thing you think about when a girl touches you?"
    "Sex"

    "oh my god! WITCH!!!!! What the hell are you doing don't just stand there help m.........(XP)
  •  11-28-2009, 11:28 AM 777692 in reply to 762578

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    collie2553:

    For the Engineer, I personally would do this: [Uses: healing/repairing, aid in building(cut times by 1/2 )

    Upgrade 1: Suicide Bomber; when the Engineer dies, it explodes, creating an AOE damage.

    Upgrade 2:Barrier: Shields all units within a pre-defined area.

    Upgrade 3: Maniac: Heals 50% faster, buildings (when aided by Engineer) time is reduced by 10%.

    I think that the engineer should have a base of its own as mentioned way earlier by Shadow Titan i think.

    -Also there should be 3 different types of engineers.

    • Normal engineer-same as Halo Wars' engineer (healing units)
    • Shielded Engineer-gives shields to units in area as said before (upgrades can be that the area can be increased)
    • XXX Engineer (insert the name for this engineer in XXX as i do not know what to call it) - Y-Ability enables it to garrison itself inside a summit, hall, etc. and enables the build time to decrease (increase? im not sure). Upgrades can include a even shorter time for units to be built and it will heal the summit, hall, etc. when it is damaged not during battle, though. It cannot be placed in a shield generator.

    JACKALS- consist of 3 at start with shields,hard to kill unless you flank,plasma pistol jackals.fire much faster and more accurately than grunts.used as short range anti infantry . upgrades - reinforcements(newblood),basic training, (roll away from frags),others aswell.tech 1 unit.

    SNIPER JACKELS-same as HW just take away shields and start with beams,(whoever thought they could hold a sheild and snipe at the same time was an idiot,sorry if that offends anyone)consist of 2. range longer than line of sight, upgrades-  googels(increases line of sight,i think in H3 that sniper jackels wore googels)others aswell.tech 1 unit.

    I would ditch the "Jackals" option, as it is uneeded (no one would choose the "Jackals" as everyone will go towards the sniper as it has longer range)

    Jackals can be used as a defensive unit (just an example they can be put in front of your army to deflect some of the bullets while troops from the back can fire at the enemy units. The jackals can use a different upgrade though (maybe last upgrade can include that you have a total of 5 Jackals in a group to use as a defensive formation) Jackal Snipers-Offensive, Jackals(shield)-defensive

    AA WRAITH - its an AA fuel rod cannon wraith,it kills air like wolverines.upgrades-gunner,(halo 3 turret only)boosted ram,others.tech 3 unit.

    Again, covered by Vampires

    AA Wraith should be an entirely different unit. Vampires shouldn't be the only one to have anti-air capabilities, what if the UNSC has wolverines? AA Wraith should have excellent anti-air control and also it can damage infantry to an extent

    My answers in bold so its easier to read.

    Just a side note but increasing the number on the circle menu (ex it stands at 6 total now, not counting self-destruct. that number can be increased to having 6 units on one side and the upgrades for the units on the other side, but make it so the upgrades arent so linear and it is sort of like a tree, so it will have a total of 12 slots, not counting self-destruct again) can be easier to implement than having many circle menus. this makes navigating easier to do.

    However, this is just a suggestion the idea for different tiers are cool too


    "What is the first thing you think about when a girl touches you?"
    "Sex"

    "oh my god! WITCH!!!!! What the hell are you doing don't just stand there help m.........(XP)
  •  11-28-2009, 2:06 PM 777704 in reply to 777692

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Here are my ideas. My ideas for the factions take place after the events of halo 3:

    UNSC Barracks. Each infantry comes with one unit. In order to gain access to more advance units you must upgrade your barracks to the next tier. Requires one tech level (power). As an added bonus, infantry can enter transport units or ride on certain units for more damage.

                                          Tier 1 

    Marine: Mainline infantry. The Marine is armed with MA5C series Assault Rifles and standard UNSC grenades.  Marines wear BDU's which can be upgraded to withstand more damage. 

    Flame-Thrower Marines: Anti-Infantry. The Flame-Thrower marine is armed with the NA4 series Flame- Throwers and Thermite grenades which are launched from the M301 grenade launcher mounted on their weapons. The environmental suit they wear protects them from toxic areas allowing them to go where most infantry units can't go. 

    Medic: Medical support. The Medic is armed with the M6D series pistols. The Medic can use stimpacks, regenerators and defibrillators to heal all ally Infantry. Medics work best when grouping them in squads of marines.

                                          Tier 2

    Grenadier: Anti Infantry, Light Anti- Vehicle support. Marine armed with the XM510 Grenade Launcher series. The Grenadier while weak on it's own can supply a standard Marine squad with devastating fire power. Works well when in the Warthog passenger seat. 

    Rocket Marines: Anti-Vehicle. The Rocket Marine is armed with the M41 SSR series Rocket launchers. They can deploy trip mines on the battlefield in order to surprise enemy vehicles. They can be upgraded with lock on systems and lotus mines.

    Mk 1 Cyclops: Engineer and Anti-Structure. The Cyclops is armed with a repair kit, a Mk 1 MJOLNIR armor and a jackhammer. While lacking ranged attacks, the Cyclops is deadly in close combat. It is recommended that Cyclops' are kept behind ally vehicles in order to heal them or escorted to enemy structures.

                                     Tier 3

    Marine Snipers: Infiltration and Long Range Support. The Sniper is armed with the SRS99D Sniper Rifle series. The Sniper can quietly sneak behind enemy lines and quietly eliminate enemy personnel. Snipers are also armed with C4 and Thermal sights allowing them to see cloaked enemies.

    Orbital Drop Shock Troopers: Special Operations. ODSTs are armed with the BR55HB SR Battle Rifle series. ODSTs can be dropped from ships orbiting the planet. ODSTs can switch between M7S Sub machine guns or M90 Shotguns. They are well armored and can take more damage than any other UNSC infantry unit (except for Spartans).

    Spartan II's: Super Soldiers. Spartans can be customized to the UNSC commanders liking, Whether it be armor types, or weapons. The UNSC commander may call upon 7 Spartans. Spartans can jack enemy vehicles either taking over them or destroy them or enter ally vehicles. Note: Spartans are not as powerful as other Super soldiers ex Arbiter


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  11-28-2009, 4:58 PM 777717 in reply to 777704

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    Hey guys, just to throw one out there...

     

    We all know it costs 1800 resources to upgrade marines to ODST. I think it should be reduced by a certain amount, maybe 1350 like hawks for Anders.

     Yeah I think the flamethrowerrs for anti infantry need to go

    Upgrade them (or change) to snipers. If you see the rebel infantry they have snipers for anti infantry so why cant we?

     Maybe space battles, try to find a way to incooperate that ingame.

  •  11-29-2009, 6:28 AM 777873 in reply to 777717

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    JOKESnSMOKES:

    Hey guys, just to throw one out there...

     

    We all know it costs 1800 resources to upgrade marines to ODST. I think it should be reduced by a certain amount, maybe 1350 like hawks for Anders.

     Yeah I think the flamethrowerrs for anti infantry need to go

    Upgrade them (or change) to snipers. If you see the rebel infantry they have snipers for anti infantry so why cant we?

     Maybe space battles, try to find a way to incooperate that ingame.

    Why not snipers and flamethrowers,and odsts and marines be separate units.

  •  11-29-2009, 10:40 PM 778156 in reply to 777873

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    UNBELIEVABLE:

    Why not snipers and flamethrowers...

    Because then you have 2 units performing identical roles. It's completely pointless, and you end up with too many units if you keep doubling up like that. 

    Also, as I have said before, if you give both the UNSC and the Covenant factions too many equivalent units, then they start to feel like clones of each other - and that's NOT a good thing. If the UNSC get snipers, the Covenant anti-infantry unit should be completely different, maybe a normal jackal with a shield and plasma pistol, not a carbine/beam rifle. Or an Elite with just about anything could do the job, too.


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  11-30-2009, 12:41 PM 778270 in reply to 778156

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    The Kelvinator:
    UNBELIEVABLE:

    Why not snipers and flamethrowers...

    Because then you have 2 units performing identical roles. It's completely pointless, and you end up with too many units if you keep doubling up like that. 

    Also, as I have said before, if you give both the UNSC and the Covenant factions too many equivalent units, then they start to feel like clones of each other - and that's NOT a good thing. If the UNSC get snipers, the Covenant anti-infantry unit should be completely different, maybe a normal jackal with a shield and plasma pistol, not a carbine/beam rifle. Or an Elite with just about anything could do the job, too.

    How many times has this argument come up in this thread,i thought we came to an agreement,something to do with a tech system where different units come out for each side at different levels and it finishs even at the end. Besides in stratagy games it doesnt matter if things persue similar roles,e.g. flamthrowers and snipers,because look at the simple game of chess,in no way are the teams different and it is probably the best stratagy game in the world,after hundreds of years people still play it.

    Now can we let this go,HW2 may or may not be the way everybody wants it but thats too bad,go play a different game.Plus i have made a million and one differences between covi and unsc so i dont know why people want more,there comes a point where they are stupidly different.

  •  11-30-2009, 12:53 PM 778271 in reply to 734015

    Re: UNSC and Covenant Factions remade V2

    flying warthog
  •  12-01-2009, 10:33 PM 778951 in reply to 778270

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    UNBELIEVABLE:
    The Kelvinator:
    UNBELIEVABLE:

    Why not snipers and flamethrowers...

    Because then you have 2 units performing identical roles. It's completely pointless, and you end up with too many units if you keep doubling up like that. 

    Also, as I have said before, if you give both the UNSC and the Covenant factions too many equivalent units, then they start to feel like clones of each other - and that's NOT a good thing. If the UNSC get snipers, the Covenant anti-infantry unit should be completely different, maybe a normal jackal with a shield and plasma pistol, not a carbine/beam rifle. Or an Elite with just about anything could do the job, too.

    How many times has this argument come up in this thread,i thought we came to an agreement,something to do with a tech system where different units come out for each side at different levels and it finishs even at the end. Besides in stratagy games it doesnt matter if things persue similar roles,e.g. flamthrowers and snipers,because look at the simple game of chess,in no way are the teams different and it is probably the best stratagy game in the world,after hundreds of years people still play it.

    Now can we let this go,HW2 may or may not be the way everybody wants it but thats too bad,go play a different game.Plus i have made a million and one differences between covi and unsc so i dont know why people want more,there comes a point where they are stupidly different.

    Way too many.

    I don't remember that. But even then, I don't want it to end up being the same. Yes you came up with some differences, and I like them. But the problem is, no matter how many other differences there are, if the units are the same, it still ends up feeling clone-like. And it does matter in a strategy game if two things fulfill identical roles, in the case of the flamethrower and the sniper. One or the other will be redundant. It's just putting in extra units where they're not needed when we already struggle enough to use a small enough number of units.

    The chess reference was slightly irrelevant. In chess, you do not choose your units, you cannot build more units (other than by turning your pawns into one you've lost), and each unit does identical damage to every other unit, and takes identical damage, so there is not counter system.

    And in chess, you are both using presumably human armies which have developed closely alongside each other. Seeing as the Covenant and humanities developement up until this war was completely independent,  you would expect a huge difference in the way they fought, and the way they organised things, and in their tech.


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  12-02-2009, 10:53 AM 779085 in reply to 778951

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    The Kelvinator:
    UNBELIEVABLE:
    The Kelvinator:
    UNBELIEVABLE:

    Why not snipers and flamethrowers...

    Because then you have 2 units performing identical roles. It's completely pointless, and you end up with too many units if you keep doubling up like that. 

    Also, as I have said before, if you give both the UNSC and the Covenant factions too many equivalent units, then they start to feel like clones of each other - and that's NOT a good thing. If the UNSC get snipers, the Covenant anti-infantry unit should be completely different, maybe a normal jackal with a shield and plasma pistol, not a carbine/beam rifle. Or an Elite with just about anything could do the job, too.

    How many times has this argument come up in this thread,i thought we came to an agreement,something to do with a tech system where different units come out for each side at different levels and it finishs even at the end. Besides in stratagy games it doesnt matter if things persue similar roles,e.g. flamthrowers and snipers,because look at the simple game of chess,in no way are the teams different and it is probably the best stratagy game in the world,after hundreds of years people still play it.

    Now can we let this go,HW2 may or may not be the way everybody wants it but thats too bad,go play a different game.Plus i have made a million and one differences between covi and unsc so i dont know why people want more,there comes a point where they are stupidly different.

    Way too many.

    I don't remember that. But even then, I don't want it to end up being the same. Yes you came up with some differences, and I like them. But the problem is, no matter how many other differences there are, if the units are the same, it still ends up feeling clone-like. And it does matter in a strategy game if two things fulfill identical roles, in the case of the flamethrower and the sniper. One or the other will be redundant. It's just putting in extra units where they're not needed when we already struggle enough to use a small enough number of units.

    The chess reference was slightly irrelevant. In chess, you do not choose your units, you cannot build more units (other than by turning your pawns into one you've lost), and each unit does identical damage to every other unit, and takes identical damage, so there is not counter system.

    And in chess, you are both using presumably human armies which have developed closely alongside each other. Seeing as the Covenant and humanities developement up until this war was completely independent,  you would expect a huge difference in the way they fought, and the way they organised things, and in their tech.

    Heres an example,lets say you had a number of unsheilded weak sniper jackels outside your base defending it from an early rush,the jackels line of sight is moderate but they still are very weak.You have 8 jackels,12 marine squads just come into your line of sight and before they get to you,4 are dead,that means there is 8 squads still there when your jackels come into range,frags = gonners.In the same dilema,just with the other jackels,the 8 squads would beat the 12 because of their shields and superior health.Same idea for unsc,flamthrows are much healthier than snipers.In offensive operations,flamthrowers would get massacred when attacking because of their short range,but snipers could just sit outside of their range and pick them off and then the marines roll in,all to do with stratagy.

    You didnt understand my chess reference because you went into more uncessary detail,i was only commenting on the fact that both sides were even but it is still good,nothing to do with damage points and reinforcements.

    Fianally ,i dont think that the halo fans care that much about the canon,seriously now look at HW,millions of people have pointed out things that dont go by the books,but who cares in multiplayer,its just for fun,not a bible where things are stupidly serious.Plus again the tech up system,resource collection,look of units,building systems are different for both sides,so i dont know,how much more do you want,i thought you just wanted a bit of spice but not under 20 units and everthing unique,that doesnt sound like it would reach 1 year of over 10,000 players,it just sounds like another HW.Which brings on a question of mine,what exactly are you planing on changing

  •  12-02-2009, 9:50 PM 779335 in reply to 779085

    Re: UNSC and Covenant Factions remade V2( Infantry poll in progress

    I thought we'd agreed on splitting the two into sub factions
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
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