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 #51 Top
Yes this mod should be made. I am sure bungie with its strong community support would happily help in its creation, as far as providing info on ships and maybe one of its designers helping directly

The M$ copyright is a minor issue and with a disclaimer and perhapse help fom bungie I think M$ would give permission. Aditionally Halo wars is land based not space based warfare plus Halo nuts like us are still going to get it despite any mod.
Reply #52 Top
We need modelers and coders to start work on the mod, instead of endless jabbering about copywrites lol.
Reply #53 Top
SOME ONE PLEASE MAKE THIS MOD!!!!  X-(  
Reply #54 Top
No experience modding, but I'm working on a small mod that'll let a player glass planets. If I can't get the glassing effect to work, I'll at least have the gameplay elements ironed out. If/Once I'm done with that I'll gladly let a Halo mod team take it and use it however they will.
Reply #55 Top
who would be the flood though... maybe pirates??? You could have that happen that whenever if u explore some planets u discover the flood and then it becomes a pirate base or something.


The only way, I believe, the flood can be incorporated into a halo mod is this: during the Forerunner-Flood war before the halo arrays were fired, the flood captured millions of civilian vessels such as trade vessels. If your trade vessels get to close to some area with flood you lose the vessel and it joins the rest of the corrupted flood-fleet and is used as a decoy or for kamikaze attacks to draw out your forces while the flood combat oriented vessels take aim at your defenses. The flood should act like a militia or pirates if the rebel forces or covenant heretics don't take that place as pirates.

just a thought :)  ;) 
Reply #56 Top
Check this outWWW Link

ya ya, I am aware, but still, f-ing sweet  :D  

-Fife
Reply #57 Top
Okay so last night I stumbled onto this thread and it got me thinking on how to do a Halo mod that does justice to the series and I thought up a few ways to do it.

Human Ships: Their ships are multipurpose warships that can do just about everything from bombard planets (marines landing or glassing) to almost all ships carrying a squadron of Longsword interceptors. Class-for class the Humans have a hard time keeping up with the Covenant in space-battles but will have a boost when it comes to planets [see further down]. While their ships aren’t very specialized the more expensive the ship the hardier it becomes.

Frigates

Prowler-Class: It is the Human scout. Fast and weak with maybe stealth somehow and a mine laying ability.
UNSC Frigate: It is fast and cheap and gains a small boost in planet capture.
UNSC Destroyer: It is a very well rounded craft, it is quick, well armored, and with its a more powerful MAC gun it is more powerful than a UNSC Frigate. It doesn’t carry any bombers.

Cruisers
-Cruisers have special MAC guns that can partially bypass covenant Shields but punching through them.

Halcyon-Class Cruiser: It is very well armored but it is slower and other than its large MAC gun it's relatively weak for its size/cost; only about the same as a Destroyer. It's strength though is in a big boost through in planet capture.
Marathon-Class Cruiser: The real HC for the humans. It has heavy armor, a cruiser MAC gun, and many missiles. A price is that it isn’t very good at plant capture.
UNSC Carrier: What it name implies, a carrier.

Capitals

Halcyon-Class Cruiser [Refit]: A refitted version of the old cruiser it retains the high armor of its older cousin but gets more missile pods, greater speed, and a triple fire MAC gun [Special ability] but it also is the only ship with access to the researchable ability the Spartan Project [Send a Spartan to a planet and take a chunk out of its health]. Very expensive.
Colony Ship: The colony ship would be pretty well armed but not enough to be a full time combatant it would be a support capital with the ability to colonize worlds. [Maybe the only way I'm not sure]
UNSC Super Carrier: Not very powerful close up, but carries many squadrons of longswords.

Planet Capture

There will be two ways to destroy a planet. The first is the fly down troops onto the surface [kinda like bombard in SoaSE]. Humans get a boost here because all their ships can do this. The second way to attack a planet is to glass it. While humans can do this the covenant will have huge boosts here. Glassing a planet is very powerful but you cannot use the planet for a long period of time. This along with the static defenses and more powerful Covenant ships make the humans powerful on and near their own planets but the covenant rule direct space combat.

Planets defenses for the humans will be Super MAC cannons similar to the gauss cannons in SoaSE but more powerful and greater range. They also gain the boost that their slugs pass right through Covenant shields. They are expensive though.

Covenant

I will write them up later but their ships will be larger, and more powerful in space combat and with shields, but also more expensive to produce and not as good at capturing planets.



I would love to make this mod but I have never modded a game before and I have no graphical talent. Some of the ships also would need to have whole models made from scratch because we don't know what they look like. The Prowler, Destroyer and Carriers come to mind.
Reply #59 Top
Okay so last night I stumbled onto this thread and it got me thinking on how to do a Halo mod that does justice to the series and I thought up a few ways to do it.Human Ships: Their ships are multipurpose warships that can do just about everything from bombard planets (marines landing or glassing) to almost all ships carrying a squadron of Longsword interceptors. Class-for class the Humans have a hard time keeping up with the Covenant in space-battles but will have a boost when it comes to planets [see further down]. While their ships aren’t very specialized the more expensive the ship the hardier it becomes.FrigatesProwler-Class: It is the Human scout. Fast and weak with maybe stealth somehow and a mine laying ability.UNSC Frigate: It is fast and cheap and gains a small boost in planet capture.UNSC Destroyer: It is a very well rounded craft, it is quick, well armored, and with its a more powerful MAC gun it is more powerful than a UNSC Frigate. It doesn’t carry any bombers.Cruisers-Cruisers have special MAC guns that can partially bypass covenant Shields but punching through them.Halcyon-Class Cruiser: It is very well armored but it is slower and other than its large MAC gun it's relatively weak for its size/cost; only about the same as a Destroyer. It's strength though is in a big boost through in planet capture.Marathon-Class Cruiser: The real HC for the humans. It has heavy armor, a cruiser MAC gun, and many missiles. A price is that it isn’t very good at plant capture.UNSC Carrier: What it name implies, a carrier.CapitalsHalcyon-Class Cruiser [Refit]: A refitted version of the old cruiser it retains the high armor of its older cousin but gets more missile pods, greater speed, and a triple fire MAC gun [Special ability] but it also is the only ship with access to the researchable ability the Spartan Project [Send a Spartan to a planet and take a chunk out of its health]. Very expensive.Colony Ship: The colony ship would be pretty well armed but not enough to be a full time combatant it would be a support capital with the ability to colonize worlds. [Maybe the only way I'm not sure]UNSC Super Carrier: Not very powerful close up, but carries many squadrons of longswords.Planet CaptureThere will be two ways to destroy a planet. The first is the fly down troops onto the surface [kinda like bombard in SoaSE]. Humans get a boost here because all their ships can do this. The second way to attack a planet is to glass it. While humans can do this the covenant will have huge boosts here. Glassing a planet is very powerful but you cannot use the planet for a long period of time. This along with the static defenses and more powerful Covenant ships make the humans powerful on and near their own planets but the covenant rule direct space combat.Planets defenses for the humans will be Super MAC cannons similar to the gauss cannons in SoaSE but more powerful and greater range. They also gain the boost that their slugs pass right through Covenant shields. They are expensive though.CovenantI will write them up later but their ships will be larger, and more powerful in space combat and with shields, but also more expensive to produce and not as good at capturing planets.I would love to make this mod but I have never modded a game before and I have no graphical talent. Some of the ships also would need to have whole models made from scratch because we don't know what they look like. The Prowler, Destroyer and Carriers come to mind.


Did you read the first couple pages? You could have saved yourself a whole lot of typing ;) 
Reply #60 Top
I just got a banshee model ingame  :HOT: doesn't have any textures though...
Reply #62 Top
Yeah, but this was just my personal take on this mod idea. I dont think that every ships needs to be implemented just a few select ones. Like the largest covenant ship is the supper carrier but I dont feel that needs to be implemented as the Assult Carrier would be fitting as the largest capital for them.
Reply #63 Top
Now i got the frigates inplace for the UNSC side. If i find out how to skin I will definately announce a mod
Reply #64 Top
CanadaMan777 If you do a mod could I be part of your team? I can figure out coding easy enough and I have plenty of ideas for this.

What did you base the frigate off of? Apparently you can glitch the camera out of sandtrap and get a full view of the UNSC Aegis Fate from any angle. I've seen videos and it really has made me appriciate the design more.
Reply #65 Top
I am assembling a team as of right this minute. Acolyte173 I would be happy to have you join the team, as I needed a coder. I need a skinner, though. Who wants to do that? I am an appalling skinner so any help would be appreciated. I also need some sort of rapid Halo fanboy to help me out with inaccuracies
Reply #67 Top
lol i just like to mess with them to get their hopes up
Reply #68 Top
I've been thinking of a way to do the shields properly on the Covenant ships.

What is instead of just putting insanely large shields on the Covenant ships, but rather we put only a medium ammount of actualy shielding and a very high recharge rate. This was a long frigate couldnt even scratch the hull of a Covy ship but when ganged up the UNSC ships would be able to take down their shields and then attack the hull of the ship. For balance issues Covvy ships would have to have hulls that arnt very strong, or with high vulnerability to bullet damage. [Like in th egames where plasma takes down shields fast but is less effective against armor and bullets are the reverse]

UNSC ships conversly would have no shielding and have either strong hull [compairatively] or high armor ratings/defensive bonuses or both. Most of them would carry a Shiva nuclear missile ability that would deal a larger ammount of damage than standard HAVOK missiles used by regualr Archer missiles. They would be very slow rechaging due the ships really only carrying 2 or 3 warheads.

I've always been playing with the idea in my head that ships wont regenerate hull but would need repair vessels to function. Maybe only for the covenant though, because if their hull regenerated it would make them unkillable due to recharging shields. Humans do seem more effective at damage control and I believe the Forunner based armor would be hard to repair in the field by the Covenant due to their limited knowledge of the technology.

EDIT: I also believe shield mitigated should be turned off.

Most of the ships will be direct combat ships which does detract from all the support ships in Sins but I've always been frustrated that the only good direct combat ships -the Heavy Cruisers- take so long to get to and you have such a large ammount of support ships. This mod, in my eyes, is much more combat oriented. The only support ships should be maybe somethin allong the lines of a Command cruiser that increases weapon range and accuracy (but not damage) and a repair ship based upon how we decide to do hulls and shielding.
Reply #70 Top
I also need some sort of rapid Halo fanboy to help me out with inaccuracies[/quote]

FANBOY RIGHT HERE :D  ;)  :D  ;) 
Reply #71 Top
I've been thinking of a way to do the shields properly on the Covenant ships.What is instead of just putting insanely large shields on the Covenant ships, but rather we put only a medium ammount of actualy shielding and a very high recharge rate. This was a long frigate couldnt even scratch the hull of a Covy ship but when ganged up the UNSC ships would be able to take down their shields and then attack the hull of the ship. For balance issues Covvy ships would have to have hulls that arnt very strong, or with high vulnerability to bullet damage. [Like in th egames where plasma takes down shields fast but is less effective against armor and bullets are the reverse]UNSC ships conversly would have no shielding and have either strong hull [compairatively] or high armor ratings/defensive bonuses or both. Most of them would carry a Shiva nuclear missile ability that would deal a larger ammount of damage than standard HAVOK missiles used by regualr Archer missiles. They would be very slow rechaging due the ships really only carrying 2 or 3 warheads.I've always been playing with the idea in my head that ships wont regenerate hull but would need repair vessels to function. Maybe only for the covenant though, because if their hull regenerated it would make them unkillable due to recharging shields. Humans do seem more effective at damage control and I believe the Forunner based armor would be hard to repair in the field by the Covenant due to their limited knowledge of the technology.EDIT: I also believe shield mitigated should be turned off. Most of the ships will be direct combat ships which does detract from all the support ships in Sins but I've always been frustrated that the only good direct combat ships -the Heavy Cruisers- take so long to get to and you have such a large ammount of support ships. This mod, in my eyes, is much more combat oriented. The only support ships should be maybe somethin allong the lines of a Command cruiser that increases weapon range and accuracy (but not damage) and a repair ship based upon how we decide to do hulls and shielding.


I like your thoughts also.

From what I have read a UNSC magnetic accelerator cannon, even from a frigate, can punch a good sized hole in Covenant shields that is there long enough for UNSC ships to launch volleys of archer missiles or a nuke into the hole. I agree that repair should be a slow process, but the UNSC have mobile repair bays that can speed up that process. Shields should be a big research thing for both the UNSC and the Covenant.
Reply #72 Top
Well shield technology will be a priority for the Covenant but no UNSC ships actually have them except for the prowlers which will have them. Instead UNSC research will be based on better armors, hulls, and damage control.

I'm trying to think of how the economy would work aswell. I think the UNSC ships should require a lot of credits and metal but not a lot of crystal but Covenant ships should require little credits or metal and need more crystal. To offset the higher credit cost of UNSC ships and to make gameplay more varried I think that planets should have a reduced income and more income be placed on having large trade routes. And on the opposite end Covenant forces will have some sort of refinery building that will help produce more crystal. These both will provide hit and run tactical advantages for both sides.

The problem with this mod is being true to the series without making the Covenant super powerful for gameplay reasons. Thats one reason why I want to have Humans be strong on their own turf but be outclassed in Space Combat. This means that Covenant forces will have a hard time taking over planets in order to get resources for their larger ships and humans will have a hard time outright attacking and destroying Covenant fleets.
Reply #73 Top
I think if the covenant ships are going to be stronger in all ship-classes as they are in the series or made a little more fair for the mod, they should be more expensive in credits, metal, crystal, and fleet logistics. The UNSC economy should definetly be better than the Covenant's.
Reply #74 Top
a Quick little something I've thrown together (btw i cant skin or model and haven't done any before :P)




She's just come out of a battle hence the fire and smoke
Reply #75 Top
wow looks pretty good! You did a real nice job with the MAC and the engines. Also does anyone know how to set the model orientation? because mine is always facing sideways  :p 

TES2312: If i hand out some models can you add fx like with the frigate?