Halo: The Master Chief Collection

Halo: The Master Chief Collection

Unyielding Threat
A kobold 2 Aug, 2023 @ 8:49am
ideas: allies, enemies, and weapons oh and a two betrayals flow idea.
ALLIES


--ODST hellbringer--

info: introduced during the 3rd or 4th mission, these guys have hazmat sealed armor preventing popper flood infestation. They are notable by the yellow stripe on their helmet and yellow marks on their shoulder pads.

Weapons: these marines are armed with flamethrowers, ARs, and shotguns. with plasma grenades being their thrown weapon of choice.

lore: do to the flood infestation a quick patch to armor was needed as the ODST armor was the most easily sealed it was the ODST armor that was upgraded sadly not many suits can be upgraded as with no permanent base doing so is near impossible.



--Orion troopers--

info: come in two forms armored and unarmored. Un armored look like any other soldier though they tend to only have their chest armor. armored use the new digsite orion trooper model.

weapons: These guys appear starting mission two, as heavily armored and armed allies, normally armed with their signature needler minigun, some times they have AR /w GL and rarely other standard issue weapons. as the game goes on you only see a hand full of these guys but whenever you do they are a welcome shielded ally. be warned an orion combat form is likely still armed with that minigun.


Lore: In this alt timeline the Orion projects armor side didn't fail. The armor being given to the highest grade troops from Johnson (who would have a helmetless version) to other elite commanders. Orion infantry tend to be battle group commanders who need its tactical gear to command whole battalions. Sadly the autumn only has 8 of them total.



---Jackal traitor----
info: seen starting on 343 guilty spark, these guys have left the covenant and as such have a few noticble things, first many of them have UNSC gear from armor to weapons. even more have dropped their shields to allow for faster movement.

weapons: these guys can be seen armed with plasma pistols, plasma rifles, UNSC pistols, UNSc rifles, Shotguns, and rarely needlers. unlike other jackals they lack their shield and are much more mobile.

---Grunt traitor----
info: grunts are the first to leave in mass, though they aren't allies per say, more hiding from everyone. Seen starting on 343 guilty spark and most noticable in the library, these grunts are of all ranks and tend to be un armed. making them quite useless in a fight. they are in fight or flight and they chose flight.

---Elite traitor----

Seen starting at The library in the final floor, With command falling apart a few elite commanders are defecting to the UNSC side. first introduced with a few jackal traitors and a specific ODST. these guys are seen holding out against the flood when the player and spark arrive. they are quickly teleported to the control room with the "remains of your forces" where you learn in two betrayals that the elites are faltering and leaving the covenant in mass.


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ENEMIES
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ELITE SPEC OPS
lore: with the outbreak of the flood the minor prophets ordered deployment of elite spec ops units earlier then ever. first introduced in 343 guilty spark these guys are heavily armed and armored. have good shields and are hostile to all UNSC and even some lesser covenant species.


RANKS

SPEC OPS elite

info: armed with plasma rifles, swords, plasma grenades, and rarely plasma flamers. these are the back bone of the spec ops troops, ever single one of them has both a shield and a cloak. so watch out. once the shield goes down so does the cloak so use that to your advantage.


Spec ops grunt minor
info: The standard game spec ops grunt, armed with fuel rods and plasma pistols, these guys also gain light shields that can survive 1-2 popper flood hits. and make headshots harder.

Spec ops grunt Major
info: equal to an ultra in rank Spec ops majors always have plasma rifles, cloak and the standard light shield. their cloak is the most valuable as it allows them to easily hide from the flood.

Spec ops Jackal
info: noticable for the fact they have purple gauntlets and plasma rifle, these jackals are more defensive then others. they are also likely to shoot any standard grunt on sight.


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SLUG MEN
info: once the elites start defecting at two betrayals these guys are brought in, armed with plasma pistols, needlers, and a new covenant sniper weapon which excels at killing the flood. these guys are a threat and a big one at that. They replace jackals in the enemy ranks in Keys, two betrayals and the maw.


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WEAPONS
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Needler minigun
info: found starting mission 3, these hand held miniguns are rare and improvised from the wreckage of old hogs designed to a spartan or orion soldier can use one on the field these miniguns have a 250 round drum and hold 500 round spare. extremely good at dealing with swarms though comes at a cost of rare ammo.


AR /w GL
info: seen starting mission one in a few ODST hands. this weapon has a 6 round grenade launcher. extremely useful against swarms if not a bit bulky. sadly these use standard 36 round mags instead of the expanded 60 normally seen.


Covenant sniper
info: seen only in the last few levels used by slugmen. these snipers fire highly accurate incendiary beams which melt biomass. be warned they can easily take out a player or marine who doesn't have shields.



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PLOT IDEA
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TWO BETRAYALS

Make it live up to its name, with spark betraying chief and the elites betraying the covenant. This mission starts similar to RUBY's rebalanced with you entering the control room the cutscene happening then marines entering as you fight the sentinals.

AS you move through the defensive line to the main tower you see a pelican picking up troops and a spirit taking off a marine and a gold armored elite approach you.

"Sir, we need to make this quick. the elites and their forces are joining us, their prophets are trying to take control of this ring even though the elites think this whole place should be glassed."

"Wart"

"Right now we need to disable the firing mechanism Cortana already give us orders. the first one is in this valley get on the next pelican they will take you and zeta squad to the core. The elites are aiming for the far one, Beta is heading to the near one."

From here the mission plays normally. so to speak you get on the pelican ride to the first generator and disable it as you get back onto the pelican the radio crackles to life "spec ops banshees in bound brace."

The pelican is then shot down with you in it forcing a emergency landing at the base of the control room. the pilot stating "damn' well there goes an easy ride to the generators. Chief you are on your own head up to the second tower and join beta team."

Here you move into the side rooms, the lower one having been turned into a medical facility wounded marines everywhere, an ODST burning flood biomass in the corner.

Heading to the lift you call it up, as you make your way up you hear over the radio "the prophets just landed hunters on the land bridge snipers take them out." as you enter the next room you see several dead marine and sentinels flying about. this was obviously turned into an armory. every weapon in the mission can be found here, AR's piled on crates, rocket launchers setting against the wall. shotguns in a make shift armory. grenades just all over the place. and the prize of it a needler minigun in the center of the room on a dead orion soldier.

Leaving the room you get to the bridge fight, banshees are attacking the control center a dead marines helmet is nearby as you hear. "Someone get on the shade now, the pelicans can't come in until those banshees are down."

A marine makes a run for a shade and starts opening fire on the banshees. a hunter fires fuel rods at random marines. and the encounter has you fighting 3-5 banshees and a hunter while on the bridge with minimal marine support once the hostiles are dealt with a marine speaks "Thanks for that chief, See you on the Truth." as another pelican comes in.

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The passage between the two canyons is pretty standard obviously it has been under marine control but the large amount of blood and lack of bodies along with flood fluid dripping tells you the flood is still here.

entering the bridge section you find another pelican dropping of ODSTs on the nearby bridge "Beta team to chief, we where unable to take the core, those damn spec ops have that whole top side locked down. and the flood control the lower level. Your orders have changed form fire support to spear head. sorry chief"

From here you head across the bridge which has no encounters on this side but when you cross to the other one, the original bridge has flood running across it and jumping over to attack the ODSTs. thankfully the lack of poppers make it easier for them to survive and shoot the flood. the scary part is most the flood attacking are UNSC flood meaning they where hiding and waiting for chief to pass before they attacked.

Just as you get half way across the bridge the spec ops return two more banshees bombing the remaining ODST's first then focusing you. as you enter the next room you find dead flood everywhere and are ambushed by stealth sword spec ops elites and flamethrower spec ops. these guys pack a punch but thankfully there is enough explosives in the room to deal with them.

once you take the lift down you enter the final room before the valley. it is completely coated in flood spores dead flamethrower spec ops elites are all over the room and the biomass is burning in many locations. The only hostile in this room is a lone armless flood "buddy" of the ODST type.

Entering the valley bellow you will see a spirit getting shot down by rocket fire crashing into the canyon where you are to go. flood armed with heavy weapons and poppers are all over the place. Another spirit drops off a wraith while two more spec ops banshees fly in to give support fire.

this is a large fight a lot of flood and biomass all over the place. near the end of it sentinels if you destroy the banshees early in the fight. (This is a 4 way fight as you do have ODST allies.)

as you move to the frozen river you will run into a hunter pair at the wreckage of the spirit. A pelican flies over being escorted by two normal banshees. they will all ignore you as you fight the hunters though once the hunter are dead one of the banshees will double back and land an elite offering you their banshee.

here you get to fly up to the next reactor. sure enough the center island is a spec ops landing base. requiring smart tactics to take it out. down on the ground flood ghosts, wraiths and even a hog or two will give you some trouble.

clearing out the spec ops allows pelicans to land dropping off ODST's at both doors. you are ordered to the opposite side first as the marines are "The spec ops have a prison camp here we need to get those marines out."

Entering the prison the first room has you and the ODSTs fighting a few more hunters and several slugmen.

once you get to the hall you will notice destroyed sentinels and the fact that the side area has been turned into a brig, surviving marines and covenant are there. heading to the back room you turn off the shield and are ready to move out.

the second generator is just as easy as the first marines clearing the room before you get t here. allowing you to shut down the generator. but the moment you do the room is flooded with popper flood enough that it is near impossible to save the marines in the room.

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from here you have to head low, a banshee spawns on the platform with an elite near by obviously its pilot. once you get in the elite and any surviving marines are picked up by a pelican. there are at least two who stayed outside so you have that.

Down bellow you have to go into the tunnels you are warned that "That place has been flood controlled sense we took the control room. hellbringers tried to clear a path but we lost contact."

the tunnel is so over grown with flood biomass that the banshee can't even enter the long path down. instead you have to go by foot.

And there is a lot of flood down there. once you enter the tunnels you will be greeted by an almost "Cortana" like inviroment, not as bad as the maw will be later but completely over grown.

entering the main chamber you will be fighting hordes of flood and I mean hordes. across from you there is plasma fire and the main door opens a wraith entering the area escorted by several standard elites. They are allies and pushing to you. once you reach them one informs you "The flood are intrenched up ahead while we where able to disable the generator the ground fire is to heavy for you to leave."

Over the radio a marine states "Chief If the elites are right you are going to have to head up to the bridge at the end of the valley. Foe hammer will pick you up in the tunnels and bring you back to the truth."


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The final valley

As you exit the tunnel you will be greeted in the first area by a spirit wreck, allied jackals with UNSC weapons standing near it. ghosts sitting nearby with elite pilots ready to get in them. the elites say something and the soldiers go on alert. getting into there ghosts and readying weapons. just as this happens two flood infested banshees move in their bombs programmed to destroy the wraith. followed by a large hoard. you are told to get in a ghost and provide coviring fire. as you fight a few waves of flood before pushing into the next area. where there is a flood controlled wraith. and on the ledge up high flood snipers and flood rocket soldiers. thankfully there is a sniper nearby to take care of them.

approaching the final battle. you see two flood banshees fly over you and attack something entering what is the first valley in AOTCR you see spec ops banshees and flood banshees fighting in the air. hostile wraiths fighting on everything on the bridge above is slug men snipers firing down on the flood. it is obvious the spec ops are setting up a foot hold here and you have to break it to get to the bridge.

Thankfully you just need to steal one of there banshees to get up there though as you get close sentinels start coming in attacking all sides of the fight. this being one of two 4 way fights in the mission the other being just bellow the twin bridges earlier on.


getting to the bridge you simply have to follow the original path to the main shaft. where a pelican picks you up.

From here you are sent to the Truth to talk to keys.
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Showing 1-12 of 12 comments
A kobold 3 Aug, 2023 @ 7:57pm 
Any opinions on this stuff?
Hevmak 4 Aug, 2023 @ 8:08am 
I'd say pretty good. Going to need a lot of voice recording for the dialogue, unless Kobe prefers to just use text, but judging on the POA, I'd say voice is something he's leaning more towards.

Other than that I have no gripes on the mission progress and story, just needs to be logical in sequence with the previous missions, which I know there are tons of suggestions for in the pinned discussion.

Bravo.
Last edited by Hevmak; 4 Aug, 2023 @ 8:09am
Aceade 4 Aug, 2023 @ 1:13pm 
Brilliant. :steamthumbsup:
A kobold 5 Aug, 2023 @ 1:11pm 
IDea for weapon split the AR... with the new SMG for CE I suggest taking a page out of H3s book.

Lower the AR's mag to 32 and make it more accurate at range. then add the SMG similar to infinite combat evolved.


The SMG would fire faster then the current AR and be given to marines more then anything. its main use would be quickly dealling with popper flood and week enemies but it lacks the damage output to deal with elites and stronger enemies with out dumping a full mag and a half.
LuWicki97 7 Aug, 2023 @ 6:27am 
Hm, personally, the only thing I have some quarrels with here is the way the elites would be defecting in mass. They are utmost loyal in every way. I think it's fine to assume a few (like 10% of all elites) are defecting, along with plenty of grunts and jackals, maybe even a few hunters. Everything else you brought to the table is amazing. Even if it may take years until the mod gets to that point, but it's nice to see such a great community for this mod ^^
A kobold 7 Aug, 2023 @ 6:30am 
Originally posted by B4um|EonStrikeLuWickios97:
Hm, personally, the only thing I have some quarrels with here is the way the elites would be defecting in mass. They are utmost loyal in every way. I think it's fine to assume a few (like 10% of all elites) are defecting, along with plenty of grunts and jackals, maybe even a few hunters. Everything else you brought to the table is amazing. Even if it may take years until the mod gets to that point, but it's nice to see such a great community for this mod ^^

No they where not, at the point of Reach in the time line they where already debaiting on defecting. to the point it only took one heritic and a small spark for them to defect completely with the arbiter and the brutes.

The prophets where trying to dis empower the elites and bring them to a point that they could kill them at this point the elites where catching on.

outwardly yes they seem loyal, but inwardly it only took the right event. You also have to remember the leader of the elites on 04 was the arbiter. who defects do to the truth being revealed to him.

who is to say spark doesn't make contact with him in this time line and blow the whole thing open.

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That all said, yeah rewording it to be only a few elites would work. as they would have to be a rarer ally anyway.
Last edited by A kobold; 7 Aug, 2023 @ 6:31am
Lil Kizzy 8 Aug, 2023 @ 8:53am 
I love the idea to death but i think its a little hard to make custom guns and marines and such only because he hasent gone into 3D modeling and without practice, youtube will be the only tutorials but learning through a screen isent as useful as learning in person, you know?
A kobold 8 Aug, 2023 @ 9:00am 
Originally posted by Halo 3 Rat:
I love the idea to death but i think its a little hard to make custom guns and marines and such only because he hasent gone into 3D modeling and without practice, youtube will be the only tutorials but learning through a screen isent as useful as learning in person, you know?

Funny thing is do to digsite work the weapons suggested already have marine animations.

EDIT: also there are a few mods like halo Infinite evolved that have flamethrower animations for marines. which is fun.
Last edited by A kobold; 8 Aug, 2023 @ 9:01am
A kobold 31 Aug, 2023 @ 1:10am 
Concept shift

Final bridge, once you get upto the bridge Cortana will chime in and state "Sorry chief had to redirect Foe Hammer, but I think I have figured out the local teleporation network. If I am right we can use it to pull any survivors. Hope you don't mind the test."

And then teleports the player to keys.
tpd1864blake 3 Oct, 2023 @ 1:17pm 
Quite an interesting idea, I love it. Let me add it to my original discussion thread. I know Kobe already has someone working on the story with him, but hopefully my proposed story can influence the mod in some way
A kobold 3 Oct, 2023 @ 5:58pm 
kk, yeah can't wait to see what the planned story is.
A kobold 14 Oct, 2023 @ 11:04am 
Originally posted by tpd1864blake:
Quite an interesting idea, I love it. Let me add it to my original discussion thread. I know Kobe already has someone working on the story with him, but hopefully my proposed story can influence the mod in some way
saw what you did and it is a rather interesting take on the idea.
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