UNSC and Covenant Factions remade V2

Last post 12-12-2009, 10:41 PM by Shadow Titan. 182 replies.
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  •  10-16-2009, 10:10 PM 749824 in reply to 749795

    Re: UNSC and Covenant Factions remade V2

    Shadow Titan:
    Encrypted AI:I want tier one units for all of the unit types (infantry air, ect) like the warthog, hornet, and marines are tier 1 units that can be accesed early on from the three unit buildings, making the early game much more interesting, plus I dont want the early/ late game advantage thing, just get rid of it, well im off for the night!
    Okay, but tier 2 units, will they require more reactors/generators to have access to 

    They are called tiers for a reason =P



    kiunk:
    go drown in a fire

  •  10-16-2009, 10:13 PM 749825 in reply to 749188

    Re: UNSC and Covenant Factions remade V2

    1. How are brutes necessary as an offset to Elites? They play similar roles gameplaywise, and you don't need them for the story (CE didn't have them, and it had the best story).

    2.  Yeah, that sort of thing.

    4. Same. UNSC probably just different divisions of the military which focus on different methods of combat.

    6. Sounds pretty good.

    7.  Space Battles don't need to be a seperate game. I believe that a Star Wars RTS (can't remember it's name) had them, but I'm not sure how that turned out or anything. But yeah, it would be just about impossible to work balancing wise as the UNSC SUCKED at space, whereas Covy didn't. One suggestion pre-halowars was that they have a sort of space battle to begin a normal battle, and pretty much the amount of stuff the covies started with depended on how many ships the UNSC destroyed in that, or if the UNSC were invading the planet, vice versa. Taht could work, as you don't need it to be an equal fight, as one player is MEANT to win that.

    If not that, then maybe the UNSC could start with more ships, but they are weaker? Possibly they COULD be cheaper, but I doubt it as the Covenant had more, so over time they should have numbers and superior technology on their side. 

    8i. Thankyou =)

    8ii. Yeah, that's what I was trying to get at. A lot of the suggestions are pretty much just turning the Covenant and UNSC into the same faction but with units that look different, which is not a good thing.

    9. Yeah, if they have a Brute faction than the same would have to apply to Brutes.

    10. I was more talking about the hand needler, as they are given to grunts to improve their anti air, which makes absolutely no sense whatsoever as their needles just bounce off anything pretty much other than flesh/energy shields. Yeah, Fuel rods would be not that great for anti air, but if you have an entire squad of grunts with them than they can pretty much fill up the entire air with them due to the insane firing rate, making it very difficult to avoid them. I like your idea for it, but we still need an anti-air weapon for grunts, after all, mainline infantry is meant to beat air. Maybe make it so that they overcharge plasma pistols when attacking air, so that it is temporarily uncontrollable, like in halo3, and then after that they attack it normally? I think that could work. If the player wanted, that would also be a perfect time to stick it. This would give grunts a very strong anti air capacity, so that they would become viable units, and actually make sense with the way weapons worked in the shooters.

    Patriarch: Plasma rifles and drones would not be a good match. The plasma rifles would weigh them down WAY too much. Needlers could work. They had them sometimes in Halo 2. 
    Seeing as they have an engineerish type of role, there could be an upgrade which allows them to repair vehicles, although not as effectively as Engineers. 
    Mongooses should probably be faster than hogs, as they are lighter vehicles and more scout-focussed than hogs are. 

    Shadow Titan: 

    I think squads for some units, individual units for others. E.g., Grunts in squads, Elites could be either, I'm not fussed. Most vehicles/air would be individual, although some of the lighter ones such as ghosts, mongooses could come in squads of more than 1, same with banshees and vampires. Most infantry would be squads.

    AI: I think that the early-late game advantage thing (I'm assuming you're talking about covy being better early game, UNSC better late) is good. It helps to differentiate the factions, although it should probably be reversed. 

    EDIT:

    Pfft. As if a Brute could stalk anything.

    What about Hawk's idea for the grunts? I think you should use that, it's a good one.

    What are the two factions? It looks like my idea for having it during The Great Schism hasn't been put in (because then the prophet would be on the Brute's side)... =( 

    It would be good if you put in your ideas of buildings as well, so that we know whether or not to argue with you for ignoring my idea =P 

    PS There's no "e" in Jackal. 


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  10-16-2009, 10:18 PM 749828 in reply to 749825

    Re: UNSC and Covenant Factions remade V2

    The Kelvinator:

    Shadow Titan: 

    I think squads for some units, individual units for others. E.g., Grunts in squads, Elites could be either, I'm not fussed. Most vehicles/air would be individual, although some of the lighter ones such as ghosts, mongooses could come in squads of more than 1, same with banshees and vampires. Most infantry would be squads.

    Yes but I like the idea that infantry could ride on vehicles in order for transport and increased fire power. Maybe a squad formation feature


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 10:24 PM 749829 in reply to 749828

    Re: UNSC and Covenant Factions remade V2

    True. Although you could possibly cycle through members of a squad once it was selected, and choose a member to enter each seat of a vehicle that way? That way you could still have them in squads, but you could tell the rocket marine to get into the side seat of the warthog, or choose which seat of the scorpion you wanted each marine on. That could work.

    Also, I edited my post to reply to your one before it.


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  10-16-2009, 10:35 PM 749840 in reply to 749829

    Re: UNSC and Covenant Factions remade V2

    The Kelvinator:

    True. Although you could possibly cycle through members of a squad once it was selected, and choose a member to enter each seat of a vehicle that way? That way you could still have them in squads, but you could tell the rocket marine to get into the side seat of the warthog, or choose which seat of the scorpion you wanted each marine on. That could work.

    Also, I edited my post to reply to your one before it.

    Cool, I'm sorry I didn't see that. Factions would be split like UNSC Navy and UNSC Army. Covenant I am debating on, if anyone has any ideas of how to split it, please post it.

    As for buildings, I have the UNSC of the top of my head. This is a free base design

    Barracks

    Vehicle Depo

    Reactor

    Supply Pad

    Air Pad

    Command Center 

    Base Defenses: Walls, Turrets etc

    Special Operations Building: trains powerful units ex Rhino, Spartan II etc

    Missile Silo

    I would appreciate help though, I'm a little stuck with some ideas 


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 10:48 PM 749846 in reply to 749840

    Re: UNSC and Covenant Factions remade V2

    Alright:

    I'm not fussed with UNSC, as I would be playing as Covenant, but I recommend that whatever you do for them, you make it different to what you do for Covenant.

    My idea: Set in during The Great Schism and have two "Covenant" factions, one for the Elites and those who sided with them, and those who remained a part of "The Covenant." Split each of these into sub-factions, possibly base the Elite ones on who "leads" them (I recommend a shipmaster such as Halfjaw and his crew, and The Arbiter and whoever's with him. Add more if you want). For the Covenant, I would have factions similar to UNSC based on roles within The Covenant, but based more on what they do than what unit types they have, e.g. an invasion-based faction, an occupying army for defending territory you already hold, etc.

     Buildings: For UNSC, as stated earlier in this post, I don't really care.

    For Covenant, I think that a good idea would be to have a building for grunts (as detailed by Hawk), and maybe following that logic, a building for mainline vehicles, and a building for mainline air. Then have a different building for special infantry (cov have lots of these =P), and one for special vehicles/air (cov don't have much of these, so you can probably combine it into one building).

    Or have a building for grunts, a building for Elites/Brutes, a building for other infantry, a building for vehicles, and a building for air, but I like the other idea better. Maybe put the separate building for Elites/Brutes in the other idea, or have for the Brute factions Brutes are just with special infantry, but for the Elite factions Elites in their own building, as I doubt that Elites would appreciate being in the same quarters as races they view as inferior, but Brutes don't care as much about honour.

    I think that's all I can think of off the top of my head...

    EDIT: Also, there's a very good reason you didn't see it. I hadn't posted it yet =P


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  10-16-2009, 10:57 PM 749851 in reply to 749846

    Re: UNSC and Covenant Factions remade V2

    The Kelvinator:

    Alright:

    I'm not fussed with UNSC, as I would be playing as Covenant, but I recommend that whatever you do for them, you make it different to what you do for Covenant.

    My idea: Set in during The Great Schism and have two "Covenant" factions, one for the Elites and those who sided with them, and those who remained a part of "The Covenant." Split each of these into sub-factions, possibly base the Elite ones on who "leads" them (I recommend a shipmaster such as Halfjaw and his crew, and The Arbiter and whoever's with him. Add more if you want). For the Covenant, I would have factions similar to UNSC based on roles within The Covenant, but based more on what they do than what unit types they have, e.g. an invasion-based faction, an occupying army for defending territory you already hold, etc.

     Buildings: For UNSC, as stated earlier in this post, I don't really care.

    For Covenant, I think that a good idea would be to have a building for grunts (as detailed by Hawk), and maybe following that logic, a building for mainline vehicles, and a building for mainline air. Then have a different building for special infantry (cov have lots of these =P), and one for special vehicles/air (cov don't have much of these, so you can probably combine it into one building).

    Or have a building for grunts, a building for Elites/Brutes, a building for other infantry, a building for vehicles, and a building for air, but I like the other idea better. Maybe put the separate building for Elites/Brutes in the other idea, or have for the Brute factions Brutes are just with special infantry, but for the Elite factions Elites in their own building, as I doubt that Elites would appreciate being in the same quarters as races they view as inferior, but Brutes don't care as much about honour.

    I think that's all I can think of off the top of my head...

    EDIT: Also, there's a very good reason you didn't see it. I hadn't posted it yet =P

    Okay then. I guess I will have separate building for specific types of units types. Just need to work that out for the UNSC and I can start posting the ideas.
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-16-2009, 11:13 PM 749857 in reply to 749851

    Re: UNSC and Covenant Factions remade V2

    I will be offline now, but please keep posting ideas. Remember to add current halo units and some of your own by using the various weapons(UNSC) and building ideas. 

    Thank You

    Shadow Titan 


    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-17-2009, 12:03 AM 749884 in reply to 734015

    Re: UNSC and Covenant Factions remade V2

    Cut the Chatter ladies!

    its time to move out

    oh i forgot youre just a bunch of female civilians


    Dont tempt me
    p.s wolver is the best fan fic writer...ever
  •  10-17-2009, 11:01 AM 750308 in reply to 749884

    Re: UNSC and Covenant Factions remade V2

    I'm a little disappointed, I was hoping after I logged off I'd find more new ideas posted. Please if something comes to mind, post it here and I'll "judge" it
    Design a Faction

    http://www.halowars.com/forums/thread/795978.aspx
  •  10-17-2009, 1:09 PM 750384 in reply to 750308

    Re: UNSC and Covenant Factions remade V2

    I'd still prefer mongoose squadrons...

     

    Anyway, here's a few ideas for my area of expertise(the covenant).

    The options in the brackets are part of an idea that a player can choose specific units to fulfill a certain battlefield role, all of these would operate differently with different stats but would be roughly equal in strength.

    IE: Core units.

    Name: Unggoy lance(Option A)

    Cost: 100

    Pop. Cost: 1

    Tech: 0

    Weapons+Equipment: Unggoy Minors have plasma pistols and passively throw plasma grenades, Sangheili Minor has a plasma rifle and energy shields

    Numbers: 3 Unggoy Minors, 1 Sangheili Minor.

    Upgrades:

    No.1 tech 0: cost 200 'spread out', when in combat the squad spreads out and uses cover.

    No.2 tech 1: cost 400 'peons', adds a grunt minor to the squad.

    No.3 tech 2: cost 700 'overcharge', grunts occasionally overcharge their plasma pistols, this does bonus damage against vehicles and air and mega damage vs shields.

    No.4 tech 3: cost 1000 'major', adds a grunt major armed with a needler to the squad, the minors will now only run away if both the major and the elite are killed.

     

    Name: Unggoy lance(Option B)

    Cost: 100

    Pop. Cost: 1

    Tech: 0

    Weapons+Equipment: Unggoy Minors have plasma pistols and passively throw plasma grenades, Unggoy Major has a plasma pistol

    Numbers: 6 Unggoy Minors, 1 Unggoy Major

    Upgrades:

    No.1 tech 0: cost 200 'peons', adds a grunt minor to the squad.

    No.2 tech 1: cost 400 'rapid breeding', adds a grunt minor to the squad.

    No.3 tech 2: cost 700 'overcharge', grunts occasionally overcharge their plasma pistols, this does bonus damage against vehicles and air and mega damage vs shields.

    No.4 tech 3: cost 1000 'needlers', adds two grunt minors armed with a needlers to the squad
    Spess mehrens
  •  10-18-2009, 12:04 AM 751040 in reply to 750384

    Re: UNSC and Covenant Factions remade V2

    If you have specific buildings for unit types for UNSC, use a different system for Covenant, and vice versa. My main concern was that I thought that UNSC and Covenant should use different systems, and my suggestion was just the best system I could come up with other than the "one building infantry, one building air, one building vehicle" system of Halowars.

    @Twiggy: Maybe have different system available to different factions? Another good option would be one that focussed more on the Elite, using the grunts as pretty much a weapon/meatshield for the Elite.


    Beware the Australian Fridge

    Veraam:

    One with power = Corruption
    Two with power = War
  •  10-18-2009, 6:33 AM 751223 in reply to 751040

    Re: UNSC and Covenant Factions remade V2

    It's called an 'Unggoy lance' for a reason. ;)

     

    Although there should be more elites, and the elite should be better at fighting.


    Spess mehrens
  •  10-18-2009, 6:36 AM 751226 in reply to 749185

    Re: UNSC and Covenant Factions remade V2

    Hawks Just Rule:

    OK I'm going to go through my ideas for individual units for each team starting with UNSC aircraft because they are my fave. 

     Plus will base each units role on modern day vehicles used by armies all over the world. 

    Hornet - Apache helicopter gunship. Intimidating, strong air-to-ground fire, Heavy set, well armoured and brimming with armour piercing weapons and anti infantry/light vehicle heavy MG's.

    Sparrow hawk (Hawk) - Cobra Light Helicopter Gunship. Fast, Strikes key targets, provides close support for ground operations, guards transports (pelicans), has relatively good anti-air capabilities. Now it could have a laser, BUT (a big but) it would be a SLOW recharging "Y" ability.

    Vulture - AC130. Fly's high above the battlefield giving heavy ground support.

    UNSC, also needs a strike bomber of some sort. High accuracy, medium "poundage" bomb.  

    Right next ideas.

    UNSC Infantry.

    (note ODST and Marine are separate units, Marine is cheaper and quicker to build, ODST is a better soldier but more expensive and needs higher tech to be built.) 

    Marines - Marines(obviously). Mainline infantry can deal with below and including, medium armour threats e.g Locusts, Wolverines. and the like. Carries an RPG which is weaker than the ODSTs Rocket launcher.

    ODSTs -  Spec Ops. Highly trained soldiers that can work very well behind enemy lines, Limited drops ( as in you can only drop 5 squads at one time and those squads have to die before more can be dropped), Can also work well with other infantry, uses a shot gun (close range) or BR (Long Range). Carries a Rocket launcher for anti armour or air usage.

    Snipers - Combat engineers/snipers. Snipers as weapons, can build foxholes for other infantry, can repair light vehicles. Use as a support unit, not as accurate as Jackals but does slightly more damage.

    Flamethrowers - N/A. Pyromaniacs. Will attack any infantry almost suicidally, Have the passive ability to sprint up close to the enemy. Flash bangs can stop all infantry except Hunters. Flames will kill most low level infantry instantly, Elites, Brutes, Spartans, Cyclops take slightly longer and can sometimes put themselves out, Cannot after napalm adherent. Napalm adherent can be used to set the ground on fire, a weaker version of the Wraiths scorch.

    Cyclops - N/A. Used as "heavy-weights", similar to hunter role but no ranged, can throw enemies. Good against armour ,slow infantry and buildings, it's a man in a suit that makes him 5x stronger what do you think he would do to the people he doesn't like.

    Spartan - N/A. Can Jack, should not increase vehicle durability, should only make vehicle damage stronger and slightly more manoeuvrable, Can be built with either Spartan Laser, Missile Pod or Machine Gun Turret. Possibly have it that you can change weapon used by sending Spartan to the Barracks and clicking "Y" then choosing.   


    You can't have Slaughter without Laughter.
    The ship of failure, sails on a sea of excuses.
    My names outdated. It should be: Replace the super upgrade with something better.
  •  10-18-2009, 11:03 AM 751324 in reply to 751226

    Re: UNSC and Covenant Factions remade V2

    Hawks Just Rule:
    Hawks Just Rule:

    OK I'm going to go through my ideas for individual units for each team starting with UNSC aircraft because they are my fave. 

     Plus will base each units role on modern day vehicles used by armies all over the world. 

    Hornet - Apache helicopter gunship. Intimidating, strong air-to-ground fire, Heavy set, well armoured and brimming with armour piercing weapons and anti infantry/light vehicle heavy MG's.

    Sparrow hawk (Hawk) - Cobra Light Helicopter Gunship. Fast, Strikes key targets, provides close support for ground operations, guards transports (pelicans), has relatively good anti-air capabilities. Now it could have a laser, BUT (a big but) it would be a SLOW recharging "Y" ability.

    Vulture - AC130. Fly's high above the battlefield giving heavy ground support.

    UNSC, also needs a strike bomber of some sort. High accuracy, medium "poundage" bomb.  

    Right next ideas.

    UNSC Infantry.

    (note ODST and Marine are separate units, Marine is cheaper and quicker to build, ODST is a better soldier but more expensive and needs higher tech to be built.) 

    Marines - Marines(obviously). Mainline infantry can deal with below and including, medium armour threats e.g Locusts, Wolverines. and the like. Carries an RPG which is weaker than the ODSTs Rocket launcher.

    ODSTs -  Spec Ops. Highly trained soldiers that can work very well behind enemy lines, Limited drops ( as in you can only drop 5 squads at one time and those squads have to die before more can be dropped), Can also work well with other infantry, uses a shot gun (close range) or BR (Long Range). Carries a Rocket launcher for anti armour or air usage.

    Snipers - Combat engineers/snipers. Snipers as weapons, can build foxholes for other infantry, can repair light vehicles. Use as a support unit, not as accurate as Jackals but does slightly more damage.

    Flamethrowers - N/A. Pyromaniacs. Will attack any infantry almost suicidally, Have the passive ability to sprint up close to the enemy. Flash bangs can stop all infantry except Hunters. Flames will kill most low level infantry instantly, Elites, Brutes, Spartans, Cyclops take slightly longer and can sometimes put themselves out, Cannot after napalm adherent. Napalm adherent can be used to set the ground on fire, a weaker version of the Wraiths scorch.

    Cyclops - N/A. Used as "heavy-weights", similar to hunter role but no ranged, can throw enemies. Good against armour ,slow infantry and buildings, it's a man in a suit that makes him 5x stronger what do you think he would do to the people he doesn't like.

    Spartan - N/A. Can Jack, should not increase vehicle durability, should only make vehicle damage stronger and slightly more manoeuvrable, Can be built with either Spartan Laser, Missile Pod or Machine Gun Turret. Possibly have it that you can change weapon used by sending Spartan to the Barracks and clicking "Y" then choosing.   

    Alright I like it. But I will remove the RPG ability and replace it with a grenade ability in order to make a newer unit: Rocket Marines, will add  Grenadiers, Medics, Commandos, Machine Gunner, Scout, EMP trooper and maybe some other types if I can. Maybe even a Spartan III. Also I think Cyclops should be the engineer, or maybe it should be it's own unit. As for your bomber, how about the Falcon 
    Design a Faction

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