
PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jan 5, 2014 10:56 PM
Msg. 5776 of 10646
I think it would be cool to launch an air strike on AOTCR from one of the bridges. Can you imagine looking down from a bridge and seeing covenant forces get obliterated? I think that would be pretty cool. It would be cool to call an airstrike while saving a UNSC team that is pinned down.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 5, 2014 11:34 PM
Msg. 5777 of 10646
Quote: --- Original message by: PopeAK49 I think it would be cool to launch an air strike on AOTCR from one of the bridges. Can you imagine looking down from a bridge and seeing covenant forces get obliterated? I think that would be pretty cool. It would be cool to call an airstrike while saving a UNSC team that is pinned down. Or obliterate said UNSC team. >:3 Edited by Dumb AI on Jan 5, 2014 at 11:35 PM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 6, 2014 09:03 AM
Msg. 5778 of 10646
Quote: --- Original message by: HiguyQuote: --- Original message by: Masters1337
Umm Captain Keyes is a great and wise man. You think he would tell his fleet of Longswords to attack a whole Covenant fleet that has his ship surrounded and is trying to capture? No way! Captain Keyes told the Longsword pilots "Look bro, I'm going to land the ship on the ring, you guys go scout it and find a place to land so we can have air support when we try to regroup and fight the Covenant on the ground."
So basically, what Captain Keyes is trying to say is he doesn't give a crap about what cannon he may or may not be breaking, because you can talk around the swiss cheese that is this games story. Edited by Masters1337 on Jan 5, 2014 at 06:56 PM Even if it is canon, its a pretty terrible spot to put something as epic as a longsword bombing run. If you really would put it here, your going to need to back it up with better stuff farther into the campaign. I don't know if you've ever realized (I don't think CMT has ever payed a lick of attention to this kind of stuff - your guys missions show it) but a game, especially one like Halo, takes time to build up to things. Alot of the missions I've played by you guys introduces just about everything in a single mission - why do this if you have to make more levels afterward? They just become rehashes of the same things introduced over and over. I'm talking about weapons, ammo, grenade types, vehicles, enemies, etc etc. e.g it's like putting all the covenant variants into the POA mission without leaving any room to explore more in the further missions afterward, especially when you guys are increasing level sizes to pretty boring lengths (seriously, the original lengths were perfectly acceptable, some were long as they were). The longsword is the same thing as that - it takes time to build up to those kind of epic moments people don't expect. You can go Micheal Bay explosions all you want, but that doesn't make it any better than it already is and frankly makes things like a longsword bombing run - and whatever keeps coming - boring and predictable. Well, I don't know what you've really played other than SPV1 and SPV2 A10 Beta, and SPV3 T&R. Half of the "SPV2" stuff out there isn't even made by us. Pacing the introduction of content is something we've focused on here, and we have a clear roadmap of things we want to introduce and explore from A10 all the way to D40. You are not the only one who feels the missions may be getting overly long, but we have to walk a fine line of not adding enough new areas, and having a long mission. Overall, people enjoy having new areas and encounters, but we do try to keep the levels under 2 hours. Hour and a half is the sweet spot IMO. The Longsword is there because it is the only mission large enough to fit it, and we wanted to toy with the idea of taking that firefight esque section, and giving people a firefight bonus right like experience if they choose to. It's the last time you'll see a Longsword until D40, and unlike other implementations of the longsword I've seen, this is not a set piece that you observe where all the ai are scripted to blow up or attack you, this one actually does save you from the overwhelming amount of enemies you are fighting, which to me is something pretty interesting and judging from everyone's responses but you, a surprise and exciting. Maybe this project isn't something that's really for you which is perfectly fine, hopefully you'll enjoy B30:E more than this if that is the case. Edited by Masters1337 on Jan 6, 2014 at 03:03 PM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 6, 2014 09:40 AM
Msg. 5779 of 10646
Quote: --- Original message by: Masters1337Quote: --- Original message by: HiguyQuote: --- Original message by: Masters1337
Umm Captain Keyes is a great and wise man. You think he would tell his fleet of Longswords to attack a whole Covenant fleet that has his ship surrounded and is trying to capture? No way! Captain Keyes told the Longsword pilots "Look bro, I'm going to land the ship on the ring, you guys go scout it and find a place to land so we can have air support when we try to regroup and fight the Covenant on the ground."
So basically, what Captain Keyes is trying to say is he doesn't give a crap about what cannon he may or may not be breaking, because you can talk around the swiss cheese that is this games story. Edited by Masters1337 on Jan 5, 2014 at 06:56 PM Even if it is canon, its a pretty terrible spot to put something as epic as a longsword bombing run. If you really would put it here, your going to need to back it up with better stuff farther into the campaign. I don't know if you've ever realized (I don't think CMT has ever payed a lick of attention to this kind of stuff - your guys missions show it) but a game, especially one like Halo, takes time to build up to things. Alot of the missions I've played by you guys introduces just about everything in a single mission - why do this if you have to make more levels afterward? They just become rehashes of the same things introduced over and over. I'm talking about weapons, ammo, grenade types, vehicles, enemies, etc etc. e.g it's like putting all the covenant variants into the POA mission without leaving any room to explore more in the further missions afterward, especially when you guys are increasing level sizes to pretty boring lengths (seriously, the original lengths were perfectly acceptable, some were long as they were). The longsword is the same thing as that - it takes time to build up to those kind of epic moments people don't expect. You can go Micheal Bay explosions all you want, but that doesn't make it any better than it already is and frankly makes things like a longsword bombing run - and whatever keeps coming - boring and predictable. Well, I don't know what you've really played other than SPV1 and SPV2 A10 Beta, and SPV3 T&R. Half of the "SPV2" stuff out there isn't even made by us. Pacing the introduction of content is something we've focused on here, and we have a clear roadmap of things we want to introduce and explore from A10 all the way to D30. You are not the only one who feels the missions may be getting overly long, but we have to walk a fine line of not adding enough new areas, and having a long mission. Overall, people enjoy having new areas and encounters, but we do try to keep the levels under 2 hours. Hour and a half is the sweet spot IMO. The Longsword is there because it is the only mission large enough to fit it, and we wanted to toy with the idea of taking that firefight esque section, and giving people a firefight bonus right like experience if they choose to. It's the last time you'll see a Longsword until D40, and unlike other implementations of the longsword I've seen, this is not a set piece that you observe where all the ai are scripted to blow up or attack you, this one actually does save you from the overwhelming amount of enemies you are fighting, which to me is something pretty interesting and judging from everyone's responses but you, a surprise and exciting. Maybe this project isn't something that's really for you which is perfectly fine, hopefully you'll enjoy B30:E more than this if that is the case. the second mission is that I believe that it would take 2 hours or more to complete than first and I was wondering if you can change things in halo as the Longsword or the POA in A10 and D40 in the first cinematic showing that they found HALO Edited by UHWArby on Jan 6, 2014 at 09:43 AM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 6, 2014 03:02 PM
Msg. 5780 of 10646
er D40*
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jan 6, 2014 06:52 PM
Msg. 5781 of 10646
It'd be interesting if recharge stations actually dispensed plasma batteries, and the player could press E by a station and a battery swapping animation would play. But as long as the battery gets recharged at the station, it doesn't really matter as to how save for aesthetics.
A question I have is, is there a certain amount of energy a station can give to weapons before it becomes disabled or is it just going to always recharge the weapon fully regardless of how many times you've used the recharge station?
Like say it only can charge the equivalent of two plasma rifles and then the station cannot be used again. I think that would be an interesting mechanic. It would make the player have to decide whether he wants to fully recharge one weapon over another (let's say he's using a brute plasma pistol and an elite plasma rifle), and then probably swap the empty weapon out for a new weapon off the ground, or if he wanted to partially charge the two plasma weapons, so he could continue using them both conservatively. Would be interesting for late game against enemies that don't always use plasma weapons, or weapons at all, like the flood, where perhaps there wouldn't be replacement weapons strewn everywhere for the player to swap for. Then of course if he encountered a recharge station he could keep one or both of his weapons at least partially charged.
And yes I'm aware that I'm drastically over thinking this.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jan 6, 2014 07:09 PM
Msg. 5782 of 10646
considering how quickly the levels got done in vanilla halo, I doubt recharging stations would be necessary as weapons are almost always scattered about and it's more convenient to a player to pick up a weapon on the go rather than sitting and doing nothing while their ammo replenishes at a snail's pace. if there aren't enough enemies dispersed throughout rooms evenly or a player stays too long in a room to be forced to use a recharging station, I would blame poor level design rather than being unable to reload.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 6, 2014 07:53 PM
Msg. 5783 of 10646
@Delicon, we could look into it.
@Master Noob: That is true, but unlike H1 where there were 2 weapons in the game that used batterys, we have 10. Although granted not all those weapons are in every mission, nor would they be in the same encounter area. Most commonly in a room you will have the 2 PR's, the 2 PP's, and one of the two Carbines in Covenant heavy areas where you fill find the recharge stations. Most of these places being Covie camps (Alpha Base, T&R, staging areas in B30 and B40, etc)
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 6, 2014 08:15 PM
Msg. 5784 of 10646
i like delicon's idea quite a bit, but i was thinking why not have the recharge rate slowly decrease as the station is used, and the rate will go back up when given a break. i feel it would be more fair because it allows players to recharge as many weapons as they choose, if they're willing to wait. other players could use it as cover to recharge their weapon and wait for their shield to return and leave when their weapon is charged enough to kill the enemy.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jan 6, 2014 08:41 PM
Msg. 5785 of 10646
I really like your take on Delicon's idea, Greg -especially in a Firefight-like encounter, it'd be good to have a single place you can kinda fall back to like a base, and the recharge station would make a nice "base". Having the station recharge would both let players not have to waste weapons (some of which, you only may have because you carried it over from an earlier part of the level) without camping there all the time, so I think it's a great idea :)
It would also really help to be able to tell how much charge a station has by looking at it... like having some sort of flare or a set of lights. Nothing so distracting that it becomes an easy target for bombrunning Longswords, though *cough cough*.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jan 6, 2014 09:15 PM
Msg. 5786 of 10646
excellent idea to add an indicator, and since a meter isn't very alien, and since t3h lag and CMT figure "just add electricity to make covie stuff cool", why not have the number of lightning particles decrease to indicate charge rate decline?
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P3
Joined: Dec 2, 2011
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Posted: Jan 6, 2014 09:21 PM
Msg. 5787 of 10646
Or they could just simply change the color of the hologram or lights to red when depleting or depleted.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 6, 2014 09:28 PM
Msg. 5788 of 10646
Quote: --- Original message by: P3 Wouldn't this kill all the marines and crewmen that were there? /:I  TU TU TU TU TU TU RRRU Edited by MEGASEAN2812 on Jan 6, 2014 at 09:36 PM
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 7, 2014 12:36 AM
Msg. 5789 of 10646
I just realized that the spv1 assault rifle has the melee of the old demo for xbox halo
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 7, 2014 01:00 AM
Msg. 5790 of 10646
Yeah, it was left in the anim tag along with the alternate firing animation we used. I actually really liked that slower assassination melee on it, especially since it did 2x the damage of a regular melee on the other guns. Maybe we'll find a way to bring it back someday.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 7, 2014 03:41 AM
Msg. 5791 of 10646
Quote: --- Original message by: Masters1337 Yeah, it was left in the anim tag along with the alternate firing animation we used. I actually really liked that slower assassination melee on it, especially since it did 2x the damage of a regular melee on the other guns. Maybe we'll find a way to bring it back someday. or have ODX/Lag redo it like what lag had for his Shotgun Melee. That slow as hell AR melee completely deterred me from using it at all (I use melee a lot with the AR) Quote: --- Original message by: ActivatedTrapCardQuote: --- Original message by: spiralhttp://youtu.be/5ImMhlecZeY I remembered that there was a reloading animation for a cmt plasma rifle. I also recall this was done for fun and won't be in this version of CMT right? I could get that in-game if nobody else is willing to do it. I already have it ingame, had it about a week after lag actually posted that video too :x Edited by R93_Sniper on Jan 7, 2014 at 03:42 AM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 7, 2014 09:29 AM
Msg. 5792 of 10646
Quote: --- Original message by: Masters1337 Yeah, it was left in the anim tag along with the alternate firing animation we used. I actually really liked that slower assassination melee on it, especially since it did 2x the damage of a regular melee on the other guns. Maybe we'll find a way to bring it back someday. It would be better to do it but as melee alternative and make it more faster because that has many disadvantages since it lasts long and the enemies have the advantage of take off everything the shield
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 7, 2014 02:02 PM
Msg. 5793 of 10646
could be good to bring it back as long as theres some kind of way to alternate melees say like holding melee for a quarter of a sec Edited by rcghalohell on Jan 7, 2014 at 02:03 PM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 7, 2014 02:51 PM
Msg. 5794 of 10646
as you could spend long this little detail Edited by UHWArby on Jan 7, 2014 at 03:45 PMEdited by UHWArby on Jan 7, 2014 at 03:54 PM
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Jan 7, 2014 02:55 PM
Msg. 5795 of 10646
Quote: --- Original message by: rcghalohell
could be good to bring it back as long as theres some kind of way to alternate melees say like holding melee for a quarter of a sec Edited by rcghalohell on Jan 7, 2014 at 02:03 PM That would be like the charged melee attack in Crysis 2, which is actually pretty useful. However it might end up like an assassination from whatever angle you're standing at which might seem pretty OP.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jan 7, 2014 04:35 PM
Msg. 5796 of 10646
Yay for USB HUB Yay for being able to hook up things other than mouse and controller to my laptop Yay for being able to hook up a keyboard to use console in bootcamp Yay for cradle that lets me use my desktop HDD's as external storage Yay for a week of non stop bug fixing Yay for stuff I'm not going to tell you about Yay for being able to make videos again of said stuff I won't tell you about
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Jan 7, 2014 04:41 PM
Msg. 5797 of 10646
Don't tell us. Show us.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 7, 2014 05:06 PM
Msg. 5798 of 10646
Quote: --- Original message by: Masters1337 Yay for USB HUB Yay for being able to hook up things other than mouse and controller to my laptop Yay for being able to hook up a keyboard to use console in bootcamp Yay for cradle that lets me use my desktop HDD's as external storage Yay for a week of non stop bug fixing Yay for stuff I'm not going to tell you about Yay for being able to make videos again of said stuff I won't tell you about lolwut what bugs... what videos What laptop (okno)
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 7, 2014 06:18 PM
Msg. 5799 of 10646
Quote: --- Original message by: xnxQuote: --- Original message by: rcghalohell
could be good to bring it back as long as theres some kind of way to alternate melees say like holding melee for a quarter of a sec Edited by rcghalohell on Jan 7, 2014 at 02:03 PM That would be like the charged melee attack in Crysis 2, which is actually pretty useful. However it might end up like an assassination from whatever angle you're standing at which might seem pretty OP. If the damage was toned down to something less than a one-hit kill, it would be less OP. Increasing the time it takes for the melee to happen might also help.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jan 7, 2014 06:31 PM
Msg. 5800 of 10646
Maybe if the charged melee actually lunged the player towards an enemy before impact. Not ridiculously far like an energy sword, but like halo 2 and newer halo games' melee mechanics. Then tone down the damage so it isn't a one hit kill but is only a little stronger than an actual melee. That way it could be used to finish off enemies that manage to slip out of vanilla melee range.
This is me trying to slip in the possibility of melee lunging in halo 1 again. Broken record ftw
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Jan 7, 2014 10:06 PM
Msg. 5801 of 10646
The thing about an airstrike is, it feels more satisfying if it actually prevented you from having to do a firefight you would otherwise have to do. However, it also only feels satisfying if said firefight was against enemies that actually pose a challenge to you. I remember in Lumoria, the airstrike took out three wraiths. This was a little disappointing seeing how three wraiths isn't that dangerous and the encounter right after that was comparable in difficulty. The player doesn't want to feel cheated out of an encounter after all. There was also the issue of processing intensity. So how about instead of "40 AI running around" have much fewer but stronger units in the crossfire. Like phantoms carrying wraiths and hunters. Or a scarab...Which brings me to: My Solution for Implementing a Longsword Strike Meaningfully in a Firefight Scenario/doucheImplement Masters' idea of an optional scenario at the end of a30 in which the chief has to infiltrate and destroy a small Covenant anti-air establishment. Much like this video: http://www.youtube.com/watch?v=593rDkeAW_A from 4:16 - 5:25. Upon succeeding and leaving the structure, an overwhelming force of Phantoms carrying heavy units drops in. At which point, the player has the choice of trying to beat the encounter, or call in the air strike. Now this is the interesting part; this whole scenario is about choice. A) If you choose to skip the optional final encounter, the anti-air embankment is still a problem. You're leaving in pelicans after all, which makes it relevant to the story. Thus, right before or while the level ends, there should be a cinematic in which the longsword you would have called in, takes out the AA gun, but gets shot down in the process. This should motivate the player to do the optional encounter in a second play-through. B) You destroy the embankment and use the airstrike afterwards. You wasted an airstrike, but the longsword lives to fight another day. C) You (somehow) beat the odds all by yourself. Longsword lives, and you just saved a lot of of that ever scarce ammunition. The second two options don't seem very fleshed out, but there's certainly a lot of room to work-in story with these kind of scenarios that are based on choices.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jan 7, 2014 10:28 PM
Msg. 5802 of 10646
Just because there is no element on the hud saying beta build must mean it's final. Masterz release noa
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 7, 2014 11:58 PM
Msg. 5803 of 10646
Quote: --- Original message by: WWLinkMasterXThe thing about an airstrike is, it feels more satisfying if it actually prevented you from having to do a firefight you would otherwise have to do. However, it also only feels satisfying if said firefight was against enemies that actually pose a challenge to you. I remember in Lumoria, the airstrike took out three wraiths. This was a little disappointing seeing how three wraiths isn't that dangerous and the encounter right after that was comparable in difficulty. The player doesn't want to feel cheated out of an encounter after all. There was also the issue of processing intensity. So how about instead of "40 AI running around" have much fewer but stronger units in the crossfire. Like phantoms carrying wraiths and hunters. Or a scarab...Which brings me to: My Solution for Implementing a Longsword Strike Meaningfully in a Firefight Scenario/doucheImplement Masters' idea of an optional scenario at the end of a30 in which the chief has to infiltrate and destroy a small Covenant anti-air establishment. Much like this video: http://www.youtube.com/watch?v=593rDkeAW_A from 4:16 - 5:25. Upon succeeding and leaving the structure, an overwhelming force of Phantoms carrying heavy units drops in. At which point, the player has the choice of trying to beat the encounter, or call in the air strike. Now this is the interesting part; this whole scenario is about choice. A) If you choose to skip the optional final encounter, the anti-air embankment is still a problem. You're leaving in pelicans after all, which makes it relevant to the story. Thus, right before or while the level ends, there should be a cinematic in which the longsword you would have called in, takes out the AA gun, but gets shot down in the process. This should motivate the player to do the optional encounter in a second play-through. B) You destroy the embankment and use the airstrike afterwards. You wasted an airstrike, but the longsword lives to fight another day. C) You (somehow) beat the odds all by yourself. Longsword lives, and you just saved a lot of of that ever scarce ammunition. The second two options don't seem very fleshed out, but there's certainly a lot of room to work-in story with these kind of scenarios that are based on choices. Not too difficult if you happen to be a supersoldier with a nice arsenal of deadly weapons.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jan 8, 2014 12:05 AM
Msg. 5804 of 10646
Supersoldiers are still human, and they can't freeze time, though :3
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 8, 2014 12:15 AM
Msg. 5805 of 10646
not even doomguy could freeze time
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 8, 2014 11:10 AM
Msg. 5806 of 10646
Quote: --- Original message by: renegade343 Supersoldiers are still human, and they can't freeze time, though :3 Okay, let's add an OP Mantis to the mix.
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Hammad
Joined: Sep 18, 2013
Imagination is more important than knowledge
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Posted: Jan 8, 2014 11:13 AM
Msg. 5807 of 10646
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jan 8, 2014 11:31 AM
Msg. 5808 of 10646
Passeger ? interesting....
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jan 8, 2014 11:35 AM
Msg. 5809 of 10646
Quote: --- Original message by: UHWArbyPasseger ? interesting.... I totally missed this when I watched it on my phone
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jan 8, 2014 03:58 PM
Msg. 5810 of 10646
Quote: --- Original message by: UHWArby Passeger ? interesting.... Oh, hey, it appears to have rear-facing Marines sitting on the back edges of the fins. That's kinda cool.
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