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 #151 Top
An error in your post Maico, is that Covenant ships have more then one torpedo tube. Infact they have several. Many of the ships don't specify on how many exactly, but some say "2+" which means they have atleast two, probably more. Furthermore, plasma torpedo's move at 150,000 kilometers per second, and were guided by the tube that fired them. So ingame they should track ships really well. It said only small nimble ships at extreme ranges could dodge a plasma torpedo, or if they traveled towards the torpedo tube at an odd angle.It further said that a plasma torpedo volley was the covenants opening attack against a UNSC fleet. And finally, it said that if the ship that fired the torpedo was destroyed, the torpedo would no longer track it's target, as it wasn't being directed by the ship. So if you could do that ingame, have all torpedo's stop tracking and just fly at a straight angle once the ship is dead, that'd rock.


Wrong, the covenant frigates had an arrangement of two pulse lasers and ONE torpedo tube. I can cite the book AND give you a wiki artical if you wish.

Oh and Acolyte173, thanks for actually looking that up. Glad to see some dont just rush to judgment here. In addition i guess shield ships would make a good colinization ship. After all if this is durring the war with the covenant then the UNSC is going to be using the larger colony ships as refitted battleships. Why let a good capital class ship goto waste as just a colony ship?
Reply #152 Top
I always thought of the destroyer as a bulky frigate with two MAC's side-by-side. The colony-ship can be made up since there are no descriptions of any besides the Spirit of Fire.
Reply #153 Top
Maico, I never said the frigate had more then one torpedo tube. I said covenant ships, in general, have more. Such as capital ships probably have upwards of a dozen, carriers probably have more. Obviously a frigate wouldn't have that many. It depends on the type of ship.
Reply #154 Top
I always thought of the destroyer as a bulky frigate with two MAC's side-by-side. The colony-ship can be made up since there are no descriptions of any besides the Spirit of Fire.


That's what i'm using as my colony cap  :HOT: 
Reply #155 Top
I always thought of the destroyer as a bulky frigate with two MAC's side-by-side. The colony-ship can be made up since there are no descriptions of any besides the Spirit of Fire.That's what i'm using as my colony cap   


What will the weapons and armor be like?
Reply #156 Top
I emailed the bungie team and they Replied back that the dstroyers are just Like Bigger frigates the mac cannons are not side by side but stacked on top of each other. So they dont rip the ship in half.I know i said WTF to that to. And a the sides are closer to the body and more Bulky. And they said No were not going to make models for you to put in Sins of a solar empire. They said Either you or some modder has to but good luck We love hearing about inspiring halo modders trying to make our models.
Reply #158 Top
You ASKED them to make a model for you?????For love of Cortana!


lol. But yeah, idk about the Spirit of Fire hardpoints and all that crap. The models ingame and getting textures is my next hurdle
Reply #160 Top
Yeah sorry about that but I was making it within DanMan's mod and that has an update so i have to update and then get everything back. In the future I should probably just do my own...I'll just start doing that from now on lol but i kind of have to start getting the models into my own mod. I'm really sorry about the delay (I know i've been promising) but just give me till Wednesday then i'll send the whole shebang
Reply #161 Top
Yeah i Emailed them and they said Ohhh were so sorry we would but the issue is that we cant or we lose our jobs and we wants those. lol But if anyones making a model please do. And dont forget on halopedia . com On the thing about the UNSC navy theres a colony ship id like to see that.
Reply #162 Top
Hello I am a bit of a halo fan boy :p  and I have been reading over this topic and I have an idea as to the MAC slugs and the nukes for the UNSC ships excluding corvets..
Is it possible to make it so the MAC is special ability and have each shot use 50 antimatter per usage? so a Frigate would have around 150 AM max..and just give them MAC a long cool-down timer say 15-25+ seconds. as for the shiva nukes they too would be special abilitys just without the auto use, so they become a tatical advantage but the player must manualy use it so you dont end up haveing all of your nukes lanched agains a single frigate because they would have a 45secons + cool-down timer for balance.. they just dont cost antimatter. when you get into the destoryer and marathon class you have the option to lanch multiple MACs at once, so destroyers would have around 200 am max so in 30seconds they can lanch up to four mac slugs and one nuke.. the lost am over slipspace jumps would be simmaler to how they have to be powerd up to so it rather colose to halo cannon..
I know this has been descused a bunch and I gota lot of infulence from the others so this is just my summery of what could work..
is it possible to change antimatter into "Charge" or "Power"?
Reply #163 Top
"Ohhh were so sorry we would but the issue is that we cant or we lose our jobs and we wants those"

lol that's gold. i wonder how much crap people ask them to make...
Reply #164 Top
Actually Breaker, you're onto something. If you did the MAC's your way, all you'd need to do is make it so antimatter doesn't charge on it's own. So the antimatter similar to "Rounds". So if a ship only has 3 mac rounds, they'd only have 150 antimatter like you suggested. Once used, it can't be regen'd in the field and you would have to go near a shipyard (Like the antimatter charger in normal Sins) and re-arm(regen) your MAC. Would make tactical movement much more important. You don't want to stray too far from your worlds with shipyards, lest you get caught by the covenant with no MAC rounds, which would suck.
Reply #165 Top
Actually Breaker, you're onto something. If you did the MAC's your way, all you'd need to do is make it so antimatter doesn't charge on it's own. So the antimatter similar to "Rounds". So if a ship only has 3 mac rounds, they'd only have 150 antimatter like you suggested. Once used, it can't be regen'd in the field and you would have to go near a shipyard (Like the antimatter charger in normal Sins) and re-arm(regen) your MAC. Would make tactical movement much more important. You don't want to stray too far from your worlds with shipyards, lest you get caught by the covenant with no MAC rounds, which would suck.


This would open up a slot for a support cruiser that "re-arms" your ships.
Reply #167 Top
Actually Breaker, you're onto something. If you did the MAC's your way, all you'd need to do is make it so antimatter doesn't charge on it's own. So the antimatter similar to "Rounds". So if a ship only has 3 mac rounds, they'd only have 150 antimatter like you suggested. Once used, it can't be regen'd in the field and you would have to go near a shipyard (Like the antimatter charger in normal Sins) and re-arm(regen) your MAC. Would make tactical movement much more important. You don't want to stray too far from your worlds with shipyards, lest you get caught by the covenant with no MAC rounds, which would suck.This would open up a slot for a support cruiser that "re-arms" your ships.


An armored freighter? Makes enough sense, right?
Reply #168 Top
Yeah, a supply ship, like that covenant one someone mentioned earlier, only for the UNSC. Would also give the covenant a target to hit during engagements. However I think the supply ship should have some kind of penalty when re-arming a friendly ship. Like, make it so it has a toggleble ability to re-arm a ship, and if you select it to do so, it "docks" with the ship, rendering both immobile, and unable to attack. This would make sure the UNSC player doesn't just re-arm his entire fleet mid-combat, which would be lame. He would have to protect that supply ship until the battle is over, at which time he can afford to re-arm his ships.
Reply #169 Top
This could provide a little more balance. If you are the UNSC and you send a freighter to re-arm a ship in mid-combat, and assuming the Covenant decide to do the same thing at the same time, you would finish first giving yourself the first shot at the Covenant ship. That should provide a little more balance, right?
Reply #170 Top
surprise, another halo fan on sins!

i've been thinking about "how awesome would a halo mod be for sins?" and lo and behold i stumble upon this thread. i'm not a modder, but i do have a knack for planning and details, and here's one of the first things i thought of (after ships and such): balence vs canon.

on the one hand, it's easy (or at least possible, through testing) to figure out different ship classes for various races with their own strengths and weaknesses. on the other, though, if you want to create a game loyal to the Halo universe (which, considering the thoroughness you've been discussing ship data and models, you do want it to be fairly accurate) there's a catch: the UNSC has only won battles against the Covenant when they had overwhelming numerical superiority to compensate for inferior weaponry and no shields, an amazing leader like Cpt. Keyes, or a clever trick like the NOVA.

if you guys want to overlook this (and it would be easier for you, but not quite canon), the mod will probably work out just fine. however, i do have a couple of suggestions to make the UNSC ships compensate for built-in weaknesses. 1) human ships could be cheaper and build quicker individually, or 2) the price can be analogous to the Covenant equivalent and take the same time, but each purchase actually builds two or three ships.

i'm not picky, but this was just something i thought would make your mod that much more "realistic" and maybe that much better (on the other hand, people could get pissed off when one covenant cruiser rips one of theirs apart, and this suggestion backfires horribly)

anyway, i just wanted to throw in my two cents.
Reply #171 Top
What you have said has been gone over about a page before the argument over the MAC. Covenant ships should cost two to three times that of their UNSC counterparts. Some UNSC ships should have an ability relative to Domination.
Reply #172 Top
Well as for a resupply ship/repair ever read "fall of reach" The Cradle is a massive squr 1kl of titanium built for that exact purpose.. no weapons but still very usefull! as for the shivia nukes how bout them only useing 1 am each and so a frigate with 3 nukes will have 153 am total till resuply.
There here probibly also smaller varents.. could use the carrier alredy in the game just a little tweeking for a smaller one but slower to rearm a ship with
Reply #173 Top
Hello I am a bit of a halo fan boy   and I have been reading over this topic and I have an idea as to the MAC slugs and the nukes for the UNSC ships excluding corvets..Is it possible to make it so the MAC is special ability and have each shot use 50 antimatter per usage? so a Frigate would have around 150 AM max..and just give them MAC a long cool-down timer say 15-25+ seconds. as for the shiva nukes they too would be special abilitys just without the auto use, so they become a tatical advantage but the player must manualy use it so you dont end up haveing all of your nukes lanched agains a single frigate because they would have a 45secons + cool-down timer for balance.. they just dont cost antimatter. when you get into the destoryer and marathon class you have the option to lanch multiple MACs at once, so destroyers would have around 200 am max so in 30seconds they can lanch up to four mac slugs and one nuke.. the lost am over slipspace jumps would be simmaler to how they have to be powerd up to so it rather colose to halo cannon..I know this has been descused a bunch and I gota lot of infulence from the others so this is just my summery of what could work..is it possible to change antimatter into "Charge" or "Power"?


This is great but the real problem i see with most ships is that a lot of them have both a MAC and nuclear warheads. Where as most ships have lots of MAC rounds (i think the smallest i ever saw was 3, but i think im wrong on that one) they only have a very limited amount of warheads, usually 3 at the most, maybe more for cruisers larger then the Pillar.

The question i keep asking and trying to figure out is, how do we make it so that we can have unlimited MAC usage (with a 20-60 second fire delay of course) and yet have only X amount of warhead usage?
And now that ive said that i think i actually have the answer!

Set the MAC abilities (we'll need different ones for different ships I'll explain below) to use 0 AM and give them somewhere between 20-60 second recharges. Have the Shiva warhead ability cost 50 AM with a 10 second recharge and no auto-cast. In addition make the warhead its own unit with a single burst trajectory (if you can, if not just make it a projectile)Then just give the ships 50 x # of warheads + 1 AM. This way ships can always fire their MAC cannons and will only have limited use of warheads.

This should work for ALL ships as the most it will ever take up is 4 ability slots.
Frigates would have say 101 AM meaning two shiva warheads and one MAC ability.
Destoryers would have 151 AM, 3 warheads and two MAC abilities
Pillar of Autumn type ships will have 151-251 AM and 3 MAC abilities (while it only had one MAC that MAC could fire 3 separate shots on a single charge though these rounds where different, they supposedly act like the shredder rounds in the MA5B assault rifle)

As for making shiva warheads their own unit, i got the idea again from the battle of Sigma Octanus 4, where Key's launches it early in the battle and detonates it remotely later. While not necessary it could lead to some cool booby trapping or just interesting fights. This could also go for Havok Warheads as well.

As for MAC rounds, i notice that a lot of the time captains tend to refer to "heavy round" when they say to load or charge the MAC cannon. Perhaps aside from the single tungsten shell and the shredder shell there are other types?

Finally as a support ship idea, perhaps an AI support ship, something that gives an accuracy and perhaps damage bonus to surrounding ships?
Reply #174 Top
As for the super MACs around planets they should start out fireing slow, normal recharge rate is the same as the frigates, but have upgrades like "enhanced generators" = faster fire rare and turn speed,"Power Link Engeners" = faster fire rate, "Titanum B Structure" more hp and damage.

Attacking planets should be done by Invading not nukeing, so insted of the nuke animations use the "colinize animation"(bad spelling) but replace the ships with pelicans..
Upgrades could be (Tatical Adaptation) = faster capture time (Warhog support) = faster capture time, (Scorpion Support) =fct (Full Scale Ground War)= fct

Ship upgrades could be like (Titanium A)= +def (Titanium A+)= +def (Tatanium B) = +def

and if you had read my post up above you will see that i said give the nukes a small charge because they dont take a recharge time.. where as the macs would make more sence to require more am "charge" so 153 = 3 slugs+ 3 nukes

and i like the idea of more than one mac typs so maby upgrades? ex (Larger Slugs) (shreders) (Heavys)

also the halcyon cruisers where outdated and had only a small mac the POA was HEAVALY UPGRADED! so they should be featured early on, they can take a hell of a beating but they cant dish it back out  :SNIFF!: 
Reply #175 Top
Well there will be upgrades to ships but as for the anti-matter. It will only be used for the macs as the Nukes will require no AM. The way you described it, someone could have 153 nukes.

As for fleet supply ships I think it's a great idea and opens up the possibeility for the mobile repair stations we see in the books. They would be slow but well armored and possibly carry a strike squadron or 2 and would be able to 'activate' and beocme immobile and provide hull repairs and ammuntion reloads. They might be a capital ship though so people cannot spam them.

Also, just so if the UNSC doesnt deploy one of these stations, UNSC ships could ressuply antimatter on Orbital Defense platforms.