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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »(WIP) Phi

Author Topic: (WIP) Phi (9 messages, Page 1 of 1)
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PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Jan 7, 2010 04:31 AM    Msg. 1 of 9       
Project PHI is an (almost) total conversion mod for Halo CE. But it isn't much of a total conversion really.

Phi uses stock items and downloaded tags made by other people. You'd probably saw "eewww...". Yes, I know you would. But what if there was a completely new story behind them?

Sorry for the ridiculously long post.


In the year 2087, the US army has a part-exoskeleton, part-powered assault armor, part-hazmat, and part-convenience store. Well not exactly store, but the convenience part is true. This armor, apparently called the Mk VII Hephaestus Powered Exoskeleton, has just passed prototype stage. The US Army was now looking for a use for it.


==>Mk VII Hephaestus Powered Exoskeleton

-Strength increase supplied via force-amplifying joints
-Shock absorbers to lessen and potentially erase impact damage
-Self-repairing, Depleted Uranium armor for maximum survivability in the battlefield
-Original Helmet-Mounted Display(uncompatible with weapons w/ their own HUD, e.g. unable to sync w/ Lancer's reticule)
-Customizable, e.g. Extra Vehicular Activity variant for missions involving intense/prolonged driving/operating of vehicles or the Reconaissance/Stealth Operations variant for stealth missions.
-Improves user's agility, allowing for better acrobatic actions such as jumping, running, etc.
-Tactical Vision mode, or TacVisMo, can distinguish hostile, friendly, and neutral targets, as well as weapons compatible
w/ the MkVII HPE's HMD(not included by default)
-Can be equipped with Advanced Camoflague Module, or ACM, and amplifies both the ACM's coating and cloaking capabilities to both cloak the suit entirely and enhance the cloaking, virtually making the suit as well as the user invisible
-Can also be equipped with other modules/drives


Meanwhile, on the other side of the Pacific, the Philippines is in great shape. Guerrilla factions in Mindanao have strengthened because of the smuggled arms and equipment from other countries - the Russian M42 DMR, the only DMR chambered in 12mm rounds(not shells); the American BPDH, or Ballistic Projectile Deflection Harness; a few M7 Assault rifles, the M16's successor; and many others. These factions, now merged into one, called the Filipino Army of Guerrilla Societies, or FAGS, are launching a full-scale assault on Legazpi city(not new Legazpi. If you're clueless, search New Legazpi on Halopedia), and the Philippines is asking for the help of their friend, the US Army.

What a great day for live-fire training. Except it isn't training.

Briefing:
For this mission you'll be equipped with the Mk VII HPE. You'll be carrying around the standard M7 Assault Rifle

==>M7 Assault Rifle

-Standard-issue rifle that originated in America, and is now used worldwide as the successor of the M16 rifle. Also, a
carbine variant was made to replace the M4A1 carbine in the military. The carbine variant was also used in law enforcement,
until it was replaced by the USF-SMG Law Enforcement variant, which was compatible with 9mm rounds with all firing modes available; the 7.62mm rifle cartridge with a replaceable barrel, which included 1:14 rifling so that the SMG would double as
a rifle; and 12mm rounds fired with a slower rate of fire.
-Fires 5.56mm rounds at 10 rounds per second
-Features an integrated computer system indicating the no. of rounds left in the magazine. The carbine variant's system
includes an integrated 4x zoom.
-Has a clip size of 60 rounds, quadruple-stacked
-Fully compatible with the Mk VII HPE

the USF-SMG Suppressed/Spec-ops variant(just in case you're having memory problems again, it's the 9mm version)

>>UNABLE TO RETRIEVE DATA<<

and a few frag grenades.



That's all I can say for now. I'll update this post should I need to.

Oh, and I already have those features in-game. Except for the USF-SMG Law Enforcement I mentioned. You can't change between cartridges in-game anyways.

Will post screens when they're ready.
Edited by PX173 on Jan 7, 2010 at 04:42 AM
Edited by PX173 on Jan 7, 2010 at 05:54 AM


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jan 7, 2010 08:07 AM    Msg. 2 of 9       
Quote: --- Original message by: PX173

.....called the Filipino Army of Guerrilla Societies, or FAGS.......



either this is a helluva coincidence, or it's a joke on purpose, 'cause it made me lol hard.
:)

the storyline looks good, hope to see some progress soon.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Jan 7, 2010 09:08 AM    Msg. 3 of 9       
It's intentional.

Pretty much the
...M7 Assault Rifle is an MA5C
...M42 DMR is a BR55
...USF-SMG is an M7 SMG
...Mk VII HPE is the MJOLNIR Mk V
...BPDH is the Marine uniform

HUD Screenies:
One before action:
(sorry, I'm going to edit this post when I finally upload it. yes it's connection-related)
You have one bullet loaded and many more in the clip.

One during action:

BR has 12 rounds. Those shader chicagos are wrong, still gonna edit it.

I might even add this as an easter egg. It'd fit into one of the maps with the tropical landscape.

Yes that is a spartan.


Scott
Joined: Apr 4, 2005

No.


Posted: Jan 7, 2010 11:27 PM    Msg. 4 of 9       
Interesting HUD


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 8, 2010 01:28 AM    Msg. 5 of 9       
It's Christmas colors.

Anyways I like the idea but is it necessary to have the numbers both on the gun and in the middle of the screen? And why don't they match?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jan 8, 2010 05:44 AM    Msg. 6 of 9       
^ iv always been sort of annoyed that the flame thrower on default maps has no indication of remaining ammo besides the screen.

iv also considered doing the ammo meters in the center of the screen, but you have to make it more transparent if youre going to do that. as it stands its just in the way and annoying. think starwars battlefront 2 but less obtrusive.


Malevolence
Joined: Mar 17, 2007

Blaaaargh! Gamertag: Sweet Tooth VII


Posted: Jan 8, 2010 06:19 AM    Msg. 7 of 9       
Quote: --- Original message by: Nexus Halo
It's Christmas colors.

Anyways I like the idea but is it necessary to have the numbers both on the gun and in the middle of the screen? And why don't they match?

This.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Jan 8, 2010 06:30 AM    Msg. 8 of 9       
Well supposedly this would be the first pic.

Red bar - health
Yellowish bar - loaded ammo(one extra in the barrel, but you only reload 60 rounds)
Numbers to the right - spare ammo
Lower left green number(absent in pic) (number is flashing red in the screen above) - frag grenades
Lower left yellow number(absent/unseen) - a new type of grenade replacing the plasma grenade. Still finalizing the concepts
Edited by PX173 on Jan 8, 2010 at 06:55 AM


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Jan 8, 2010 08:36 AM    Msg. 9 of 9       
Quote: --- Original message by: L0d3x
I hope that pic isn't supposed to get us excited.

Hopefully it's just to clear things up about the HUD. I'm restarting some work, as well as getting the equipment ready.

Oh, and you won't be needing energy weapons except for some objectives, and the last three levels out of 11 planned. Fortunately the FAGS hasn't secured any shielding technology. Yet.

There's three types of energy shielding.
-EM shielding - once inside the rather small magnetic field, the metallic projectile will be projected by the sudden reversal of magnetism(positive becomes negative, etc etc etc). This all happens almost instantly. The shields are able to channel the magnetism in different parts, e.g. the visor could have a positive attraction, while the outside part of the mouthpiece could have negative. Anyways I'm not good at electromagnetism, but I know it'll work. Technically, it's extremely resistant to solid projectiles, but a steady beating should wear out its power.

-Tier 2 EM shielding - while this provides far less protection than the first tier, it speeds up
projectiles fired by the user, since the magnetic field is a permanent
one-way field made to propel.

-Tier 3 EM shielding - combines Tier 1 and Tier 2 shielding.

-Plasma shielding - we're all familiar with this. Plasma is contained within a magnetic field and prevents further damage to the armor itself. Give it enough plasma or a high-enough velocity round or shell and it'll overload in an instant. Also vulnerable Because of the energy used to maintain the plasma and the magnetic field, this is the weakest amongst the three types of shielding.

-Tier 2 plasma shielding - strengthened shields.

-ShaDe plating - This was used exclusively by the US military. ShaDe stands for Shielding and Deflection energy. This is supposedly some sort of plasma-based energy shielding. This is completely immune to projectile-based weaponry. Bullets will merely get stuck in the magnetic field and will eventually disintegrate; shells such as the 20mm shell will simply explode upon contact; explosives will explode without harming the user; and any type of ordnance or projectile(even nonexplosive ones) with lock-on capabilities will simply overload once in contact with the metallic field. The only weapons that can overload it are those with an extremely high temperature or energy output. And by extremely, I mean extremely
Note that one unit can only have one type of shielding.

EM shielding is invisible.
Plasma shielding is like that in the usual Halo, except they become invisible again milliseconds after being damaged.
ShaDe plating looks like plasma shields, except they don't move and they're always visible.
Edited by PX173 on Jan 8, 2010 at 08:48 AM

 

 
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