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.
4,898,430 views 2,504 replies
Reply #277 Top
This is just an analysis of the fan ship Oblivion Class Battleship. This is not a flame just facts based on evidence in books, game, wiki and any other cannon available to better design the ship to more realistic proportions.

I count 103 (cant tell for some of them) sets of 4 groups of what appears to be 36 missiles.
So as a slight estimation, (36x4)x103 = 14,832-29,664 archer missiles. This is over 2-4 times that of the pillar of autumn.

I guess im just curious as to when this ship was developed. 3 reactors would take up a large amount of room due to coolant pipes unless they used a system similar to that of hte pillar but then theres the issue of charging the guns.

A single MAC gun would run about 300-500 meters deep 10-30 meters high 10-20 meters wide. The sub super MAC would run probably about half the size of the super MAC which is ~ 1600 meters long with a girth similar to a frigate (152 meters by 112 meters)

This MAC is 800 by 76 by 56
We'll assume the halcyon is slightly smaller then the marathon which this is supposed to mimic.
So we guess this ship is 1400 by 375 by 425
The MAC gun takes up 1.5% of the ships total area by itself. We must then also say that the two other MAC's and weapon systems have a slight breadth because of magnetic interference.
The best line up would be the sub super as a point of a triangle either a the lower or upper end with the two normal MACs opposite. This would limit other weapon systems to three points. (each side and either the top or the bottom)
Regardless we would have to assume that these weapons take up 3-5% of the total size of the ship in both size and breadth needed to prevent other weapons from being magnetized. Considering this is a battleship and the armament on board wouldnt it be more accurate to have more then 18 rounds total for MAC guns? Perhaps 14 for each and 7 for the sub.

The normal speed of a deuterium reactor on a ship is unknown but it is slower then that of a fusion one which produces a speed of 121.16 meters per second. Assuming you have 2 deuterium reactors this ship would move at about an estimate 200 meters per second in normal space. When charging MAC's this would cause the battleship to be dead in space.
We can estimate charge time of MAC's at about 10-20 seconds from the books and the chatter/situations occurring while the MAC's charge. This is with classic deuterium reactors as well. so for 10 seconds the ship is dead in the water. On the other hand a captain could fire one every 10 seconds and keep the ship moving at 100 meters per second.
The sub super MAC using a smaller reactor charges slower but is entirely independant of the engine system (perhaps have this tapable so as to raise overall speed of the ship and or use of the normal MAC's)
Please specify the type of reactor so i can figure this out more accurately.

What is the ships construct method, as stated when first viewing of the pillar one of the lieutenants is worried about the ordinance on board which this has almost 2.5-5x more then the pillar did. Only thing that saved the pillar from massive damage from one good hit was its honey comb design.
Either an interesting weapon loading system or hull construction is needed to prevent this ship from going up in flames from a small well placed hit.

These hellfire cannons seem interesting. Sorta like and explosive shell or a flack round (burst x meters away from target and deal shrapnel damage). Do we assume 1 shot regardless of barrel per 2.53 seconds or 1 shot per barrel per 2.53 seconds (69 rounds per gun per minute)
Either way thats 299 (2.53 seconds per round) to 897 (2.53 seconds per 3 rounds) rounds per minute. Rounds appear far larger then 50 cal point defence weaponry, perhaps 105 or higher? (105 is about the size of a tank round) If so this would act like to a covenant fighter like a SMAC is to a covenant capital ship, 1 hit = kill or disabled though in this case 99% of the time a kill.
Even at that power this weapon is weaker then an archer missile blow by blow. What is the ammo count for each of these guns?
Against a capital ship these wont mean much but a frigate might take heavy damage from this. (hull resistant to 225 archer missiles) we might be able to guess 350-400 rounds of this = the power of 225 archer missiles.
What im getting at is the point of this weaponry. It really only seems like a better point defence system with little use in space combat. Again i might be off because i dont know the caliber of the weapon or its true firing rate or even its ammo capacity.

Now for onboard supplies troops n such.
1 LS fighter squad is how many long swords? a squad makes me guess a number from 4-15 ships. considering the nature of this ship as purely offencive i would see this without much in the way of planetary invasion supplies and rather leaving room for more space worthy weapons or even hull reinforcement. In removing 250 marines, the warthogs, scorpions, and pelicans there can be room for more fighters which this will need for cover should its reactors remain at what they are. The remaining marines would be for boarding protection.

So to finish up here:
What kind of reactors?
How many rounds for the MACs?
Location of the MACs?
Point defence locations?
True total # of archer missiles?
fire power of hell cannons?
Invasion force or fighters?

Length = 1400 meters
width = 375 meters
hight = 425 meters
14,832-29,644 archer missiles
13 Hell cannons (299-897 rounds per minute all firing)
6 shiva warheads
2 MAC (7-14 rounds each)
1 Sub SMAC (4-7 rounds)
2 deuterium reactors
1 deuterium sub reactor (unless told otherwise)
Speed in space = 200-275 meters per second
max speed in space = 400-550 meters per second for ~10 minutes
Hull resistance = unknown estimated 1 plasma torpedo up to 6 plasma torpedoes
1-2 ship squadrons (bombers or fighter)
Reply #278 Top
Thanks for the specs dude.

Unfortunately, i had a little bit of a run in with the pavement today ( I fell out of a car going 25) and now my arm is broke and it's hard to do jack squat with this damn cast.
Reply #279 Top
left or right?
Reply #282 Top
I'm more curious as to how you fell out of a car o.O


Ha i was being an idiot and messing around on a friends car and then i lost my grip.
Reply #283 Top
sounds like something that would happen to me, lol
Reply #284 Top
I know. I felt like a dumbass because everyone was like "Oh joe tell me you saw that dumbass kid fall off that car!?" and ppl were laughing ans crap, so i just booked it over to my other friend's car and passed out from the pain.

in retrospect, it was hilarious though. And now the chickas are all over me. What can I say? They dig the cast   :HOT: 
Reply #286 Top
why pelicans ??? They aren't really used except for transport so unless i could find out how to code a boarding party it probably won't happen
Reply #287 Top
The Pelicans were like assault transports, they packed some serious weaponry. Chainguns, missile pods..... but since this game only focuses on space, you really shouldn't add pelicans, their weaponry was good for ground combat, and dealing with other ground vehicles, but in space they'da been too slow and weak to do any real good. Just stick with Longsword fighters and Shortsword bombers -Nod nod.-
Reply #288 Top
i forgot about the missles and such but that whats i ment about being primarily ground transports
Reply #289 Top
besides their weapons were primarily defense. Missile pods were not always there, they were added in case there was a situation in which they were needed
Reply #290 Top
I already have a longsword and shortsword model, i ust need people to skin 'em. I'm getting help from my friend danman on this issue though
+1 Loading…
Reply #291 Top
Hey everyone. While I have little modeling and skinning ability outside of DoGa, I am a bit of a lore fanatic and have voice acting ability. So if you want me, I'd be glad to help.
Reply #292 Top
I will NEVER turn down help. In fact, i will turn this into an announcement. If you think you can provide help in any possible way, you will always be accepted as I am currently swamped.
Reply #293 Top
Just a question - would using Pelicans as trade ships work, perhaps? They are transport ships, so...

- PR-0927
Reply #294 Top
Transport ships with no slipstream drives.

From what I recall from Contact: Harvest (the book is out in my car and I am tres lazy tonight), UNSC trade vessels were little more than a bulbous FTL drive strapped to a cargo container.

Think starbase from Star Trek meets TEC trade ship.
Reply #295 Top
Hey canadaman sorry about the arm

I thought of something, you know how truth's dreadnaught was the last forerunner key ship well I really think it would be interesting to add Derelic forunner vessels that can be captured. They could have pretty cool designs since we only ever see the one ship. Just a thought I know ts possible because in Uzii's sins plus he had a reasearch where colony ships could capture derelic ships that were put in a special system type.

Reply #296 Top
I thought of something, you know how truth's dreadnaught was the last forerunner key ship well I really think it would be interesting to add Derelic forunner vessels that can be captured. They could have pretty cool designs since we only ever see the one ship. Just a thought I know ts possible because in Uzii's sins plus he had a reasearch where colony ships could capture derelic ships that were put in a special system type.


dude that's a great idea! In fact I was thinking about how we could incorporate ship graveyard type of things on this mod.If I do make this happen, what would the weapons for the dreadnaught/ forerunner vessels be?

On a different note,
I already have a Halo model (easy lol) and I'm seeing how to make it guarded by sentinels. I will probably use the TEC trade ship for now until I get a better idea for the trade ship.
Reply #297 Top
I thought of something, you know how truth's dreadnaught was the last forerunner key ship well I really think it would be interesting to add Derelic forunner vessels that can be captured. They could have pretty cool designs since we only ever see the one ship. Just a thought I know ts possible because in Uzii's sins plus he had a reasearch where colony ships could capture derelic ships that were put in a special system type.dude that's a great idea! In fact I was thinking about how we could incorporate ship graveyard type of things on this mod.If I do make this happen, what would the weapons for the dreadnaught/ forerunner vessels be?On a different note,I already have a Halo model (easy lol) and I'm seeing how to make it guarded by sentinels. I will probably use the TEC trade ship for now until I get a better idea for the trade ship.


Make the Halo ring (admittedly huge) Fighter Defense structure and give it an ungodly number of fighter (Sentinel) slots.

Sentinels are way smaller than even UNSC or Covenant fighter, so it makes sense.
Reply #298 Top
Hmm I need to do a sentinel models then. Should it be just a large amount of those big sentinels (forgot what they are called) or an ungodly amount of the smaller kind? Perhaps both...
Reply #299 Top
I was actually thinking the same thing only there was an AI like 343 Guilty Spark floating around the Halo ring
Reply #300 Top
Big sentinels? Like the Onyx Sentinels from Ghosts of Onyx? Those apparently only exist on Shield Worlds, and as few as 45 of these normal-sized sentinels can band together and have enough firepower to vaporize a CCS battlecruiser.

Normal sentinels are man-sized.