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RandyROFLSTOMP

Halo 5 Sandbox [FANFIC]

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A Halo Sandbox by RandyROFLSTOMP

 

 

 

 

 

Movement Abilities: each species has a unique recharging movement ability

 

 

Spartans - Thruster - performs like the Halo 4 Thruster Pack on 120% movement speed, user stays in first person view while thrusting, tapping jump while airborne does a vertical thrust propelling the user straight up about one jump height, one thrust fully drains the meter whether horizontal or vertical

 

Elites - Evade - functions like Halo Reach Evade on 100% movement speed, while airborne pressing Evade plus a stick direction does a flip that moves the user in that direction on a parabolic arc about one evade length, evade drains half the meter, flip drains half the meter

 

Brutes - Berserk - performs a fast forward rush, increased damage resistance while Berserking, increased melee damage while Berserking, weapon usage disabled while Berserking, meter drains gradually through usage

 

Prometheans - Teleport - user can teleport a short distance even through walls, user can teleport in any direction including up and down through floors or ceilings, teleport fully drains the meter

 

 

 

 

There are four species which include:

 

 

-Spartans

-Elites

-Brutes

-Prometheans

 

 

 

 

There are multiple different weapon classes which include:

 

 

-pistol

-rifle

-automatic

-dual wield

-close quarters

-sniper

-explosive

-support

-turret

-grenade

 

 

 

 

Each species has one weapon per class.

 

 

 

 

Pistols: no scopes, switching to a pistol class weapon occurs faster than switching to any other weapon, faster melee animation

 

 

Magnum - 4sk, medium rof, 8 shot clip, no bloom, no spread, no recoil

 

Plasma Pistol - 10sk fast rof, battery clip, hold and release for a slow moving ball that tracks if fired during red reticule and deshields any player impacted, temporarily stuns vehicle movement

 

Mauler - 2sk, slow rof, pellet spread rapidly increases limiting effective range to short

 

Boltshot - crossbow, fully charge to fire a single bolt that kills if headshot and deshields if body shot

 

 

 

 

Rifles: no bloom, no spread, no recoil

 

 

Battle Rifle - three round burst, slow rof, 11sk, 2x scope

 

Covenant Carbine - semi-auto, fast rof, 7sk, 2x scope

 

Brute Shot - semi-auto with small splash radius and travel time, medium projectile speed, medium rof, 3sk, direct impact shots knock players back slightly, shots bounce off hard surfaces, no scope

 

Light Rifle - three round burst when unscoped, semi-auto when scoped, slow/medium rof, 13sk/4sk, 3x scope

 

 

 

 

Automatics: hold trigger for sustained fire

 

 

Assault Rifle - reticule blooms from very small to large with sustained fire, very minor vertical recoil, fast rof, large clip, long reload, crouching reduces the maximum bloom

 

Needler - needles track if fired during red reticule, zero bloom, short red reticule range, no recoil, fast rof, medium clip, medium reload

 

Grinder - fires mini spinning circular saw blades, blades will bounce multiple times off of hard surfaces, moderate vertical recoil, slow rof, clicking scope toggles between the blades spinning horizontally to bounce off walls or spinning vertically to bounce off floors and ceilings, medium rof, small clip, fast reload

 

Sentinel Beam - a scopeless focus rifle, very long range, overheats under continuous fire

 

 

 

 

Dual Wield: sacrifice melee, grenade throw, and deploy equipment for increased weapon firepower, slower weapon switch speed, weapons sets are permanently bound together, cannot pick up or drop just one weapon, cannot mix different weapons, minor vertical recoil when firing one weapon, major vertical recoil when firing both weapons

 

 

Suppressed SMGs - no damage indicators on target, quiet operation, does not reveal position on radar

 

Plasma Rifles - shield damage multiplier

 

Spikers - momentary reduction in target's movement speed after impact

 

Portal Palms - left palm fires a projectile that creates a teleporter entrance upon impact, right palm fires a projectile that creates a teleporter exit upon impact, no recoil

 

 

 

 

Close Quarters Combat: shotgun and melee weapons

 

 

Shotgun - large reticle, fixed expanding spread pattern, short red reticle range, spread fills reticle at maximum red reticle range, 85% of pellets must land for 1sk, sharp damage drop off past red reticle range

 

Energy Sword - lunge at enemies within red reticule range, hold melee to enter third person view where the user can spin the camera in 360 degrees like during armor lock, user cannot move or attack while in third person view

 

Gravity Hammer - primary attack creates a gravity splash around the point of impact pushing moveable objects including players back, can flip vehicles, melee while airborne to perform a fast downward strike with the spiked handle butt, distance traveled downward during air strike is proportional to damage dealt, air strike has a small aoe with no gravity splash and cooldown after, hold melee while standing to hold the spike tipped handle butt cocked back in a defensive manner, release melee to thrust the spike forward, spike attack can destroy an incoming vehicle if struck head on

 

Energy Spear - a double tipped orange energy spear with a handle in the middle, fire lunges with top spear tip, melee lunges with bottom spear tip, user can chain together multiple lunge attacks by alternating spear tips while targeting and firing on enemies within range, targets disintegrate on impact

 

 

 

 

Sniper: long range weapons

 

 

Sniper Rifle - four shot clip, reloads, 2x/4x scope

 

Beam Rifle - battery clip, overheats, 2x/4x scope

 

Gravity Bow - one shot kill to the body if fully charged, hold down trigger to shrink reticule from large to small thereby increasing the range and damage while decreasing the projectile radius, can push moveable objects, no scope

 

Promethean Rifle - single shot, once per shot the user can activate a short duration burst of promethean vision while scoped in, projectiles pass through one layer of cover, 3x scope

 

 

 

 

Explosive: splash damage weapons

 

 

Rocket Launcher - two shot clip, slow projectile speed, large splash

 

Railgun - hold trigger to charge, release to fire or continue holding for forced fire, very fast projectile speed, very small splash

 

Boomer - tap to drop an explosive device, tap again to detonate, medium splash

 

Neuro Drone - fires a single rocket but moves the player's view into the nose of the rocket, rocket has limited fuel, user can maneuver the rocket as well as boost, slow, flip, and detonate, detonates on impact, small splash

 

 

 

 

Support Weapons: slow movement speed, can't melee, crouch, throw grenades, or deploy equipment, player stays in first person view while carrying

 

 

Missile Pod - large clip, fast rof, tracks vehicles once locked on, banshee evade breaks lock-on, medium aoe, fast rof, medium-long range, medium clip

 

Hunter Cannon - the Mgalekgolo's weapon, hold and release trigger to fire, trigger hold time is proportional to the projectile speed and duration of the beam, the longer the hold duration the faster and longer the beam will fire, small aoe, long range, small clip

 

Scorcher - continuously fires a fairly wide stream of flames, close range, large clip, can ignite flammable items

 

Ion Generator - causes lightning to continuously strike down from the sky, small aoe, medium rof, medium range, small clip, left trigger toggles laser sight on and off

 

 

 

 

Turrets: permanently mounted, cannot be detached, player goes into third person view

 

 

Heavy Machine Gun - random spread, has spin up time before firing, does not overheat but accuracy is reduced when continuously fired, fast rof, medium range

 

Concussion Cannons - dual wield, double barrel, fire left barrel with left trigger and right barrel with right trigger, alternate triggers for maximum rate of fire, has a moderate splash damage radius, projectiles can push or flip vehicles and players

 

Mortar Tube - hold trigger to determine distance, release to fire a single explosive mortar round that drops down vertically

 

Microwave Beam - continuously fires an invisible beam, damages infantry slowly, damages vehicle occupants quickly without damaging vehicle, overheats, use left trigger to cooldown

 

 

 

 

Grenades: you throw them

 

 

Fragmentation Grenade - small spherical area of effect, damage gradually drops off further from the explosion

 

Concussion Grenade - large spherical area of effect, blast pushes players back, damage and push effect gradually decrease further from the explosion

 

Spike Grenade - directional blast shoots most spikes in the opposite direction of where it is stuck, spikes ricochet, sticking a player is lethal

 

Pulse Orb - hold button to throw, release to detonate large EMP and small explosive

 

 

 

 

Equipment: single use on map pick ups

 

 

Grav Lift - tap to drop equipment that propels players, vehicles and objects upward, limited duration

 

Regenerator - tap to drop equipment that creates a green sphere that drastically reduces shield recharge delay for players inside, limited duration

 

Detection Field - tap to drop equipment that creates an invisible sphere that marks the first enemy to pass through it with a waypoint visible only to you, active until destroyed, tripped or user dies

 

Hologram - tap to send a visual copy of the player forward, disappears if shot

 

Spotting Scope - tap to temporarily mark the enemy you are aiming at with a waypoint visible to you and your team

 

Optical Cloak - tap to switch to the enemy team's color and species, active until user attacks or takes damage

 

Engineer - tap to release a Huragok that will repair a proximate vehicle that the user is aiming at, vehicle occupants take damage during repair, duration of repair depends on damage taken and size of vehicle, Engineer will die to small arms fire, limited duration

 

Flare - tap to throw a lit flare that will illuminate dark areas and ignite flammable substances or items

 

Cryo Canister - tap to throw a small canister that temporarily freezes players or water impacted by it, frozen water can be walked on, frozen players are alive and will thaw after a few seconds, frozen players can be smashed with a melee or explosive attack, smashing a frozen objective carrier resets the objective

 

Power Drain - tap to roll a ball a short distance that creates a blue sphere that drains shields, ball pulls players towards it and eventually explodes

 

Gravity Well - tap to roll a ball a short distance that creates a hole in the ground that kills any players or vehicles that fall in

 

Hard Light Shield - tap to toggle a barrier in front of the player on or off

 

Hard Light Glider - tap to toggle a hang glider on or off, slows descent speed and increases forward movement speed while the player is in freefall, thrusting while gliding will propel the player in the direction he chooses with the thumbstick including up down left and right

 

Electromagnet - tap to pick up a metal crate, tap again to drop a metal crate

 

Sonic Sentry - tap to drop equipment that reflects slow moving projectiles like grenades, rockets or mortars in a 90 degree field of view

 

Grapple - tap to fire a grappling hook, impacting an immovable surface pulls the user to the point of impact, impacting a movable object pulls that object to the user, impacting a player pulls that player to the user, impacting a vehicle pulls the user to the vehicle

 

 

 

 

Power Ups: limited duration on map pick ups

 

Overshield - extra shield layers

 

Active Camo - become invisible when not firing

 

Hype - increased movement speed, increased reload speed, increased shield recharge rate

 

Scout - all enemies are marked for you with a waypoint

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Wayyyyy too complex. I like some of the ideas individually, but all together it's just too much. Every faction doesn't need a weapon for every niche, let alone playable characters.

 

A bit of variety isn't a bad thing, but so much is just bloated to the point of irrelevance - a sandbox as big as this would go mostly unused.

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How can you make the vanilla game competitive when the flavor you are given is Neapolitan  :kappa:

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Halo 1- A Pistol. An Assault Rifle. Rocket Launcher. Sniper Rifle. Plasma Rifle. Shotgun. Grenades. Melee. Camo. Overshield.

 

Your Halo 5- Good god WTF.

 

I definitely appreciate your enthusiasm and creativity here, but it's important to remember that you can create depth within a sandbox without adding in so many different weapons, items, and abilities.

The stun effect of the PR. Different melee strengths and speeds between weapons. Some hitscan, some not. There is a lot you can do within the confines of a traditional Halo sandbox without overwhelming the player with such a large amount of game altering features.

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Shotgun - random spread in large reticule, close range, slow rof

 

 

Shotgun - random

 

random

Leave your keys on the way out.

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This is just to much, some of these ideas are insanely game-breaking, things like this would only work for a game not named Halo. I thought we were trying to learn from Halo 3, Reach, Halo 4, and their flaws, not increase them and make the sandbox even more cluttered..

 

Weapons seeing through cover, shooting through walls, amplifies the bad aspects of Promethean Vision and turns them into a Sniper Rifle, that's not good at all. Some of those AA's including Thruster and Evade are amplified and made much worse, escaping a bad decision or deserved punishment will be even easier than if everyone was using Sprint again, please no. We do not not need so many abilities or equipment, preferably none at all, and there are just to many listed in this FanFic that break the sandbox completely.

 

This is not the direction Halo needs to go in, not every species needs a weapon variant in the ssme weapon class or ability. One lesson we really need to learn from Halo 4 is Quality>Quantity and balance and a unique sandbox is the superior route for Halo. I am sorry but this list ends up looking more like something from Gears of War mixed with CoD, Crysis, instead of something wrote to improve Halo.

 

Also.. a scopeless Magnum, its as if none of our current weaponry gets to keep the actual good unique qualities simply because of something as weak as Dual-Wield, a mechanic we do not need to see a successful Halo game emerge.

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How the Hell do you add so much stuff to the game and not the Grenade Launcher? :ninja:

Grenades: you throw them

 

Fragmentation Grenade - small spherical area of effect, damage gradually drops off further from the explosion

 

Concussion Grenade - large spherical area of effect, blast pushes players back, damage and push effect gradually decrease further from the explosion

 

Spike Grenade - directional blast shoots most spikes in the opposite direction of where it is stuck, spikes ricochet, sticking a player is lethal

 

Pulse Orb - hold button to throw, release to detonate large EMP and small explosive

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Prometheans - Teleport - user can teleport a short distance even through walls, user can teleport in any direction including up and down through floors or ceilings, teleport fully drains the meter

I trust I don't need to explain what is wrong with this.

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Grenades: you throw them

 

Fragmentation Grenade - small spherical area of effect, damage gradually drops off further from the explosion

 

Concussion Grenade - large spherical area of effect, blast pushes players back, damage and push effect gradually decrease further from the explosion

 

Spike Grenade - directional blast shoots most spikes in the opposite direction of where it is stuck, spikes ricochet, sticking a player is lethal

 

Pulse Orb - hold button to throw, release to detonate large EMP and small explosive

Or just make it a weapon. Part of what made the GL such a great weapon was the reload time, and the fact you had to drop a weapon to use it.

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Or just make it a weapon. Part of what made the GL such a great weapon was the reload time, and the fact you had to drop a weapon to use it.

Decreasing the time it takes the precision utility weapons to kill has a trickle down effect. All other weapons, like Automatics, need to kill faster too in order to remain viable options within their intended range. I decided that requiring the player to switch to a Grenade Launcher weapon, fire a slow moving projectile, detonate for possible kill/s, then switch back to his utility to continue killing enemies would not work for the pace of game I am looking for. Reclassifying the Grenade Launcher, from a weapon to a grenade type, allows the user to deploy it while his utility weapon is equipped allowing him to present quicker attack patterns.

 

For example, two enemies standing close to each other; the player could choose to use the Pulse Orb to insta kill one of them then immediately start firing his utility at the second or he could throw the Pulse Orb halfway between the two enemies to deshield both of them then immediately fire his utility for the two lethal headshots. This may sound similar to simply switching weapons but when those two enemies only need to fire two Magnum shots each to kill you there needs to be minute adjustments to how power items are deployed.

 

As for the reload time of the Grenade Launcher as a balancing factor, I imagine the Pulse Orb to be placed in groups of one, instead of two like standard grenade placements, so the reload time is not a factor for me. I believe that having one Pulse Orb whose respawn time is shorter than a group of two is better for the pace of the game, and type of map movement/flow, I am looking for.

 

The fact that it will be placed in groups of one is also one of the reasons why I do not want it to take up one of the two weapon slots. The primary reason is that it is not the most powerful item on the map so if the player has the Pulse Orb and his utility weapon he can still push for the Rocket Launcher, Sniper, or Sword.

 

Tl:dr

 

Power items are less powerful when the utility weapon kills faster so some power items need to be adjusted, in this case so the Grenade Launcher can be deployed faster and doesn't take up a weapon slot.

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Decreasing the time it takes the precision utility weapons to kill has a trickle down effect. All other weapons, like Automatics, need to kill faster too in order to remain viable options within their intended range. I decided that requiring the player to switch to a Grenade Launcher weapon, fire a slow moving projectile, detonate for possible kill/s, then switch back to his utility to continue killing enemies would not work for the pace of game I am looking for. Reclassifying the Grenade Launcher, from a weapon to a grenade type, allows the user to deploy it while his utility weapon is equipped allowing him to present quicker attack patterns.

 

For example, two enemies standing close to each other; the player could choose to use the Pulse Orb to insta kill one of them then immediately start firing his utility at the second or he could throw the Pulse Orb halfway between the two enemies to deshield both of them then immediately fire his utility for the two lethal headshots. This may sound similar to simply switching weapons but when those two enemies only need to fire two Magnum shots each to kill you there needs to be minute adjustments to how power items are deployed.

 

As for the reload time of the Grenade Launcher as a balancing factor, I imagine the Pulse Orb to be placed in groups of one, instead of two like standard grenade placements, so the reload time is not a factor for me. I believe that having one Pulse Orb whose respawn timer is twice as fast than a group of two is better for the pace of the game, and type of map movement/flow, I am looking for.

 

The fact that it will be placed in groups of one is also one of the reasons why I do not want it to take up one of the two weapon slots. The primary reason is that it is not the most powerful item on the map so if the player has the Pulse Orb and his utility weapon he can still push for the Rocket Launcher, Sniper, or Sword.

 

Tl:dr

 

Power items are less powerful when the utility weapon kills faster so some power items need to be adjusted, in this case so the Grenade Launcher can be deployed faster and doesn't take up a weapon slot.

You remove nearly all punishment of using the GL by making it an off-hand grenade.

The punishment for fucking up is what made the GL such a great weapon. It was rewarding and skillful. You had to worry about both a reload and weapon switch in order to finish off an enemy whom you left without shields. With having it as a grenade, there is no such punishment. It's an instantly-exploding, shield-draining tool. It's a noob combo you don't need to even hit Y for.

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You remove nearly all punishment of using the GL by making it an off-hand grenade.

The punishment for fucking up is what made the GL such a great weapon. It was rewarding and skillful. You had to worry about both a reload and weapon switch in order to finish off an enemy whom you left without shields. With having it as a grenade, there is no such punishment. It's an instantly-exploding, shield-draining tool. It's a noob combo you don't need to even hit Y for.

The punishment for missing is you get four shotted and die. Reach had slower kill times so your comparison is flawed.

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The punishment for missing is you get four shotted and die. Reach had slower kill times so your comparison is flawed.

That also implies that reloading and weapon switching would be as slow as Reach. It also goes under the assumption that power weapons should be free kills like in Reach.

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Wayyyyy too complex. Every faction doesn't need a weapon for every niche

 

a sandbox as big as this would go mostly unused.

 

Halo 1- A Pistol. An Assault Rifle. Rocket Launcher. Sniper Rifle. Plasma Rifle. Shotgun. Grenades. Melee. Camo. Overshield.

 

you can create depth within a sandbox without adding in so many different weapons, items, and abilities.

 

I thought we were trying to learn from Halo 3, Reach, Halo 4, and their flaws, not increase them and make the sandbox even more cluttered..

 

Dual-Wield, a mechanic we do not need to see a successful Halo game emerge.

Pleasing the competitive 4v4 and 2v2 community is easy. Crisp, responsive strafe, fast killing, accurate, consistent utility weapon, well designed, medium sized arena maps, and we're pretty good to go. Of course we could get into the more minute details like being able to nade power ups, button combos, tac jumps, spawn system, as well as non game play related features like skill based ranking system or spectator mode but for the most part creating a good competitive game is about getting the core mechanics correct.

 

The real challenge is pleasing the player base outside the competitive arena community. Currently the largest possible match is 8v8 and even then we need weapons specifically for those vehicle heavy BTB matches. If we try to make a single weapon work for both 4v4 and 8v8 then we end up with Halo 2's lock-on Rockets. A better solution would have been to just introduce a new anti vehicle weapon like the Spartan Laser. Someone who plays solely Hardcore/MLG/Throwdown is not going to care what type of Turrets are in the Sandbox but this weapon class may be very important to an avid BTB player.

 

Similarly, there may never be Dual Suppressed SMGs, Dual Plasma Rifles, or Dual Spikers in Throwdown but it would add the ability to play the Team Duals gametype in Social Slayer. After the removal of so many gametypes in Halo 4 I think we can agree that variety is a good thing as long as it is managed correctly.

 

Does the inclusion of the Gravity Hammer affect the competitive arena community whatsoever? No but it does allow an entire community of Griffball players to play the game the way they enjoy it. Who are we to deprive them of their fun just because their weapon is not useful for our style of play?

 

Getting back to BTB, some weapons or Equipment may seem overpowered when looked at in terms of fast paced, close quarters, arena combat and that is understandable. When the player count increases and the maps become larger each individual player becomes less powerful so having Equipment that is viable in these large scale battles is important to keep the player feeling like they can actually make a difference. I believe the next Halo will feature players counts larger than 16 per match so this side of the weapon sandbox becomes even more important.

 

Sometimes different weapons just work better. I feel like there are many scenarios on 2v2 maps where placing a Railgun works much better than placing a Rocket Launcher on the map. Should we deprive map designers of the ability to balance their map correctly due to some misplaced idea of keeping "clutter" out of the sandbox?

 

SWAT and Zombies were not always official gametypes in Matchmaking. These originated as community created gametypes. Players had access to the custom game options that allowed them to create these spin off gametypes. A similar approach could be taken for the sandbox. The Portal Palms "weapon" will most likely never be used outside of custom games but by including it we just gave puzzle map designers a powerful tool to do what they enjoy: create amazing mini games for us to enjoy.

 

Finally, for those that enjoy immersing themselves in the story, each species having their own weapons is really the only route that makes sense. Is an Elite going to rush you with an AR and Shotgun? That would look awkward and break the immersion. Weapons should also say something about the species that created them.

 

The human Shotgun is a familiar human weapon based on proven technology. The Elites are honorable warriors like the Samurai so they use a Sword. The Brutes are, well, brutes so they use a Hammer to smash things. Forerunner technology would be like more advanced Covenant technology so the Energy Spear is like the Sword on steroids. The weapons alone should tell you who each species is.

 

The Brute support weapon, a flamethrower, spits flaming jelly out of a nozzle, tech humans have had for many years, showing they are not the smartest species, as well as being a very vicious way to kill, showing their propensity for violence. The Forerunner support weapon can control lightning strikes from the sky. Humans have not mastered this tech so the Forerunners are obviously much more advanced than us. Manipulating the weather and using it as a weapon is also a much more elegant way of killing, compared to spewing flaming jelly at your enemy, showing they are classy fellas.

 

Tl;dr

 

There is no such thing as sandbox clutter when map designers can choose what, and how many, weapons they put on their map. There is no harm in providing other communities with weapons they need, but we will never use, because it doesn't affect us at all.

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