Proelite
Member
I've thinking a lot about the potential sequel to ODST. Being a huge fan of the FPS genre, most of my thoughts around the design of the game. I like to think about games starting with the Aesthetics side in the MDA framework, so for ODST 2 I settled on several emotions / feeling that I wanted to feel from playing the game.
I felt the phases below should convey the emotions of what I want to experience as a human soldier, very capable but weak compared to a Spartan:
Outnumbered and outgunned
Behind Enemy Lines
Adaptability
Lone wolf
Resource Management
Immersion
Sandbox
Gritty and Tenacious
Brains over brawn
Then I thought about brief segments of gameplay that would invoke the phrases in the previous list.
Dropping into enemy territory.
Approaching a Covenant outpost under the cover of night.
Setting up traps for an enemy patrol.
Digging in and defending a location against an enemy patrol with the help of cover and traps.
Sneaking through a base and taking out enemies silently.
Digging in and defending a location against endless wave of enemies with the help of automated sentry guns and traps.
Scary parts at night time.
Scrounging up resources from enemy bodies, bases, abandoned buildings.
Upgrading weapons and leveling up to be stronger at survival and combat.
I enumerated what mechanics we needed in order to enable the previous gameplay experiences.
Upgradeable guns needs an inventory to keep all weapons.
Traps and turrets means the return of equipments. Makes sense that ODSTs will use all the tools of war.
Leveling progress will mean some shallow RPG elements.
Resource management means collecting resource that can be used in someway, i.e. upgrading weapons / equipments / etc.
Scary segments. Why not bring back the flood?
Night segments begs for day light cycles.
ODST drop pods begs for open sandbox gameplay mission where you can choose where to drop.
To save time on writing out the description of the game, I've created lists below the illustrate the type of ODST game that I would love to play.
Engine:
60 fps
>=900p
Day Night Cycle
Global Lighting
Support for 20-50 NPCs concurrently
>1 sq mile play spaces
Controls:
Right Trigger Shoot, Use Consumable
Left Trigger Aim, Toss Consumable
Right Bumper Grenade, Hold + Right Stick Click to change Grenade Mode, Hold in assassination range to plant grenade on enemy.
Left Bumper Equipment, Hold + Right Stick Click to change Equipment Mode
A Vault / Jump
B Crouch / Prone / Slide
X Reload weapon, Pickup weapons, grenades, etc, Hold to use, Hold to enter vehicles, Hold to Retrieve Equipment
Y Switch Weapons, Change Deployed Equipment Mode, Hold to Switch to Heavy Weapon
Right Stick AIM
Left Stick Walk
Right Click Melee, click to Zoom when ADS for scopes, Hold to Assassinate, Hold to repair vehicle / equipments
Left Click Hold forward to Sprint
Up Visor mode. Toggle between Thermal / Nightvision / Normal mode. Hold to use binoculars.
Down Cycle Consumable
Left Switch between 2 equipment types
Right Switch between 2 grenade types
Back Inventory Menu
Inventory Menu:
Map + Mission Page
RPG leveling + Cosmetics Page
Inventory Page: Select / Modify Loadouts / Upgrade Weapons
Loadouts:
2 x weapons
1 x heavy weapons
armor type
Equipments are not included in the persistent loadouts because the game might be monotonous if every gunfight devolved into use the same equipment strategy. Mission designers can also design encounters / missions based around equipments if players are limited to equipment choices. Likewise grenades will not be due to the fact that if grenade types are depleted it'll be awkward to have the player to switch loadouts to use other grenade types.
Equipments (Only 2 types can be carried at once, toggle between modes for variety):
Auto Turret / Sniper Turret, 2 can be carried, 4 with leveling
Grenade Launcher / Stun Launcher, 1 can be carried, 2 with leveling
Laser Turret / Charged Shot Turret, 1 can be carried, 2 with leveling
Assault / Support Drone, 2 can be carried, 1 can carried, 2 with leveling
Emp Turret, Emp Field generator, 1 can be carried, 2 with leveling
Replenishing Explosive Trip Mine, Emp Mine, 1 can be carried, 2 with leveling
Bubble Shield / Chest High Cover, 1 can be carried, 2 with leveling
Passive Motion Detector/ Active (noisy) Pulse Sonar, 1 can be carried, 2 with leveling
Regenerator / Damage Reducer, 1 can be carried, 2 with leveling
Support drone has grenade return, hardlight shield, and stun. Both drones can revive player.
Grenades (only 2 types can be carried, toggle between modes)
Frag / Proximity Grenade
Plasma / Emp Grenade
Stun / Flash Grenades
Thermal / Fuel Air Grenade
Smart Mode 1 / Mode 2 Grenade
Consumables
5 x Medic Packs
3 x Overshield
2 x Speed Boost
2 x Damage Boost
1 x 30 sec Invincibility
Armor Types
Plasma Shield, 100% of base health (Stop & Pop)
Cloak Armor (Hide & Smite).
Kinectic Armor, reduces all damage by 50%, doubles healing rate (Run & Gun)
SP/Coop Survival Stat Unlocks:
Carry more Medipacs
Medipacs Overheal if close to full HP
Medic Packs Heals for More % of health
Resistance to Stun / Flash
Resistance to Explosive Damage
Slow Health Regen
Meta Unlock: Gain %of life upon killing an enemy
SP/Coop Combat Stat Unlocks:
Faster Reload
Faster Melee
Infinite Sprint
Faster Movement hipfire
Faster Movement ADS
Ammo Trickle
Meta Unlock: Elites / Brutes always drop consumables / grenades upon death
SP/Coop Infiltration Stat Unlocks:
Faster Assassination
Reduced Cloak Shimmer when moving
Bigger Radar
Silent Grenade Throw
Faster Cloak Recovery after firing a weapon
Quiter movements
Meta Unlock: Assisination while facing the enemy if cloaked
SP/Coop Engineering stat Unlocks:
Carry more Equipments
Carry more Grenades
Carry more Ammo
Faster Repair
Vehicle self heal slowly
Equipments self heal slowly
Meta Unlock: Vehicles / Equipments are immune to EMP
Human Weapons + Upgrades:
Pistol, Silencer, Reflex Sight, Laser Pointer, Extended Clip, Fire Rate, Delayed Explosive Bullets
SMG, Silencer, Reflex Sight, Laser Pointer, Extended Clip, Range
AR, Reflex Sight, Laser Pointer, Extended Clip, Special Sight, Recoil Reducer, Incendiary Rounds
BR, Reflex Sight, Thermal Sight, Scope, Extended Clip, Fire Rate, 4 shot bursts
DMR, Reflex Sight, Thermal Sight, Scope, Extended Clip, Fire Rate, Bleed Through Damage
Shotgun, Reflex Sight, Extended Clip, Range, Fire Rate, Extra Pellets
Sniper, Thermal Sight, Extended Clip, Recoil Reducer, Penetration through materials
Explosive Crossbow, Reflex Sight, Scope, Range, Blast Radius, Emp Effect
Human Heavy Weapons + Upgrades:
Railgun, Explosive Shot, Faster Charging, Sight, Scope
Infinity Rifle, Sight, Scope, Recharge Speed, Fire Rate
Rocket Launcher, Blast Radius, Rocket Speed, Faster Lock On, "Aftershock" Explosions
Heavy Machine Gun, Recoil Reducer, Extended Clip, Reflex Sight, Fire Rate, Penetration
Convenant Weapons + upgrades
PP, Battery Efficiency, Quicker Lockon, Overheat Less, Faster Cool Down, Freeze Effect, Emp Blast Radius increase
Brute Spiker, Extended Clip, Reflex Sight, Projectile Speed, Poisoned Spikes
Plasma Rifle, Battery Efficiency, Fire Rate, Projectile Speed, Overheat Less, Faster Cool Down, Freeze Effect
Carbine, Extended Clip, Special Reflex Sight, Fire Rate, Shield Bleed Through Damage
Needler, Extended Clip, Projectile Speed, Improved homing, Less Needles to Cause Explosions
Plasma Sword, More Efficient batteries, Faster unsheathing, Further Lunge
Beam Rifle, Special Sight, More Efficient batteries, Faster Cool Down, More Shots before Cooling, Beam bounce to nearest shielded target
Human Vehicles
ATV
Warthog
Armor Personal Carrier
Scorpian
Small Exo Mech, like the APU from Matrix
Hornet (Little bird of the Haloverse)
Attack Chopper (Pelican Replacement)
Mobile Command Center
Convenant Vehicles
Ghost
Chopper
Prowler
Wraith
Locust
Bashee
Phantom
Scarab
Air Fortress
Allies:
ODSTs
Marines
Planetary Police Force
Resistance
Stragglers
Covenant:
Grunts
Grunts Variants
Jackal
Jackal Snipers
Heavy Armored Assault Jackals
Drones
Elites
Elite Captain
Elite Commander
Elite Zealots
Elite Spec Ops
Hunters
Engineers
Brutes
Brute Captain
Brute Chieftain
Prophets
Flood:
Infection Form
Carrier
Zombie Flood
Elite Variant
Brute Variant
Flood Pure Form
Flood Tank Form
Game Modes:
SP: 4 player co-op mode. Linear + sandbox missions. Day Light Cycle. Premise: Group of ODSTs are sent to help liberate a human world that has being taken over by a Covenant Splinter Faction, before the main UNSC fleet arives. Things get nastier when a weaponized version of the Flood is released by the Covenant.
Firefight: 4 players. Players start "naked" and gain levels + weapon upgrades. Etc.
Missions of the week: 4-16 players. Use campaign Loadouts.
Skirmish Mode: 8-16 players. Load outs. Weapon upgrades earned per game. No heavy weapons in loadouts. Limited starting equipment options. 2 x specializations
War Mode: 16-32 players. Class based. Weapons, equipments, grenade, armor type, consumbles, and specializations define the class. Classes are Infiltration Specialist, Engineering Specialist, Combat Specialist
Theater:
Forge: Includes firefight forge and mission designer (might be too much work).
I felt the phases below should convey the emotions of what I want to experience as a human soldier, very capable but weak compared to a Spartan:
Outnumbered and outgunned
Behind Enemy Lines
Adaptability
Lone wolf
Resource Management
Immersion
Sandbox
Gritty and Tenacious
Brains over brawn
Then I thought about brief segments of gameplay that would invoke the phrases in the previous list.
Dropping into enemy territory.
Approaching a Covenant outpost under the cover of night.
Setting up traps for an enemy patrol.
Digging in and defending a location against an enemy patrol with the help of cover and traps.
Sneaking through a base and taking out enemies silently.
Digging in and defending a location against endless wave of enemies with the help of automated sentry guns and traps.
Scary parts at night time.
Scrounging up resources from enemy bodies, bases, abandoned buildings.
Upgrading weapons and leveling up to be stronger at survival and combat.
I enumerated what mechanics we needed in order to enable the previous gameplay experiences.
Upgradeable guns needs an inventory to keep all weapons.
Traps and turrets means the return of equipments. Makes sense that ODSTs will use all the tools of war.
Leveling progress will mean some shallow RPG elements.
Resource management means collecting resource that can be used in someway, i.e. upgrading weapons / equipments / etc.
Scary segments. Why not bring back the flood?
Night segments begs for day light cycles.
ODST drop pods begs for open sandbox gameplay mission where you can choose where to drop.
To save time on writing out the description of the game, I've created lists below the illustrate the type of ODST game that I would love to play.
Engine:
60 fps
>=900p
Day Night Cycle
Global Lighting
Support for 20-50 NPCs concurrently
>1 sq mile play spaces
Controls:
Right Trigger Shoot, Use Consumable
Left Trigger Aim, Toss Consumable
Right Bumper Grenade, Hold + Right Stick Click to change Grenade Mode, Hold in assassination range to plant grenade on enemy.
Left Bumper Equipment, Hold + Right Stick Click to change Equipment Mode
A Vault / Jump
B Crouch / Prone / Slide
X Reload weapon, Pickup weapons, grenades, etc, Hold to use, Hold to enter vehicles, Hold to Retrieve Equipment
Y Switch Weapons, Change Deployed Equipment Mode, Hold to Switch to Heavy Weapon
Right Stick AIM
Left Stick Walk
Right Click Melee, click to Zoom when ADS for scopes, Hold to Assassinate, Hold to repair vehicle / equipments
Left Click Hold forward to Sprint
Up Visor mode. Toggle between Thermal / Nightvision / Normal mode. Hold to use binoculars.
Down Cycle Consumable
Left Switch between 2 equipment types
Right Switch between 2 grenade types
Back Inventory Menu
Inventory Menu:
Map + Mission Page
RPG leveling + Cosmetics Page
Inventory Page: Select / Modify Loadouts / Upgrade Weapons
Loadouts:
2 x weapons
1 x heavy weapons
armor type
Equipments are not included in the persistent loadouts because the game might be monotonous if every gunfight devolved into use the same equipment strategy. Mission designers can also design encounters / missions based around equipments if players are limited to equipment choices. Likewise grenades will not be due to the fact that if grenade types are depleted it'll be awkward to have the player to switch loadouts to use other grenade types.
Equipments (Only 2 types can be carried at once, toggle between modes for variety):
Auto Turret / Sniper Turret, 2 can be carried, 4 with leveling
Grenade Launcher / Stun Launcher, 1 can be carried, 2 with leveling
Laser Turret / Charged Shot Turret, 1 can be carried, 2 with leveling
Assault / Support Drone, 2 can be carried, 1 can carried, 2 with leveling
Emp Turret, Emp Field generator, 1 can be carried, 2 with leveling
Replenishing Explosive Trip Mine, Emp Mine, 1 can be carried, 2 with leveling
Bubble Shield / Chest High Cover, 1 can be carried, 2 with leveling
Passive Motion Detector/ Active (noisy) Pulse Sonar, 1 can be carried, 2 with leveling
Regenerator / Damage Reducer, 1 can be carried, 2 with leveling
Support drone has grenade return, hardlight shield, and stun. Both drones can revive player.
Grenades (only 2 types can be carried, toggle between modes)
Frag / Proximity Grenade
Plasma / Emp Grenade
Stun / Flash Grenades
Thermal / Fuel Air Grenade
Smart Mode 1 / Mode 2 Grenade
Consumables
5 x Medic Packs
3 x Overshield
2 x Speed Boost
2 x Damage Boost
1 x 30 sec Invincibility
Armor Types
Plasma Shield, 100% of base health (Stop & Pop)
Cloak Armor (Hide & Smite).
Kinectic Armor, reduces all damage by 50%, doubles healing rate (Run & Gun)
SP/Coop Survival Stat Unlocks:
Carry more Medipacs
Medipacs Overheal if close to full HP
Medic Packs Heals for More % of health
Resistance to Stun / Flash
Resistance to Explosive Damage
Slow Health Regen
Meta Unlock: Gain %of life upon killing an enemy
SP/Coop Combat Stat Unlocks:
Faster Reload
Faster Melee
Infinite Sprint
Faster Movement hipfire
Faster Movement ADS
Ammo Trickle
Meta Unlock: Elites / Brutes always drop consumables / grenades upon death
SP/Coop Infiltration Stat Unlocks:
Faster Assassination
Reduced Cloak Shimmer when moving
Bigger Radar
Silent Grenade Throw
Faster Cloak Recovery after firing a weapon
Quiter movements
Meta Unlock: Assisination while facing the enemy if cloaked
SP/Coop Engineering stat Unlocks:
Carry more Equipments
Carry more Grenades
Carry more Ammo
Faster Repair
Vehicle self heal slowly
Equipments self heal slowly
Meta Unlock: Vehicles / Equipments are immune to EMP
Human Weapons + Upgrades:
Pistol, Silencer, Reflex Sight, Laser Pointer, Extended Clip, Fire Rate, Delayed Explosive Bullets
SMG, Silencer, Reflex Sight, Laser Pointer, Extended Clip, Range
AR, Reflex Sight, Laser Pointer, Extended Clip, Special Sight, Recoil Reducer, Incendiary Rounds
BR, Reflex Sight, Thermal Sight, Scope, Extended Clip, Fire Rate, 4 shot bursts
DMR, Reflex Sight, Thermal Sight, Scope, Extended Clip, Fire Rate, Bleed Through Damage
Shotgun, Reflex Sight, Extended Clip, Range, Fire Rate, Extra Pellets
Sniper, Thermal Sight, Extended Clip, Recoil Reducer, Penetration through materials
Explosive Crossbow, Reflex Sight, Scope, Range, Blast Radius, Emp Effect
Human Heavy Weapons + Upgrades:
Railgun, Explosive Shot, Faster Charging, Sight, Scope
Infinity Rifle, Sight, Scope, Recharge Speed, Fire Rate
Rocket Launcher, Blast Radius, Rocket Speed, Faster Lock On, "Aftershock" Explosions
Heavy Machine Gun, Recoil Reducer, Extended Clip, Reflex Sight, Fire Rate, Penetration
Convenant Weapons + upgrades
PP, Battery Efficiency, Quicker Lockon, Overheat Less, Faster Cool Down, Freeze Effect, Emp Blast Radius increase
Brute Spiker, Extended Clip, Reflex Sight, Projectile Speed, Poisoned Spikes
Plasma Rifle, Battery Efficiency, Fire Rate, Projectile Speed, Overheat Less, Faster Cool Down, Freeze Effect
Carbine, Extended Clip, Special Reflex Sight, Fire Rate, Shield Bleed Through Damage
Needler, Extended Clip, Projectile Speed, Improved homing, Less Needles to Cause Explosions
Plasma Sword, More Efficient batteries, Faster unsheathing, Further Lunge
Beam Rifle, Special Sight, More Efficient batteries, Faster Cool Down, More Shots before Cooling, Beam bounce to nearest shielded target
Human Vehicles
ATV
Warthog
Armor Personal Carrier
Scorpian
Small Exo Mech, like the APU from Matrix
Hornet (Little bird of the Haloverse)
Attack Chopper (Pelican Replacement)
Mobile Command Center
Convenant Vehicles
Ghost
Chopper
Prowler
Wraith
Locust
Bashee
Phantom
Scarab
Air Fortress
Allies:
ODSTs
Marines
Planetary Police Force
Resistance
Stragglers
Covenant:
Grunts
Grunts Variants
Jackal
Jackal Snipers
Heavy Armored Assault Jackals
Drones
Elites
Elite Captain
Elite Commander
Elite Zealots
Elite Spec Ops
Hunters
Engineers
Brutes
Brute Captain
Brute Chieftain
Prophets
Flood:
Infection Form
Carrier
Zombie Flood
Elite Variant
Brute Variant
Flood Pure Form
Flood Tank Form
Game Modes:
SP: 4 player co-op mode. Linear + sandbox missions. Day Light Cycle. Premise: Group of ODSTs are sent to help liberate a human world that has being taken over by a Covenant Splinter Faction, before the main UNSC fleet arives. Things get nastier when a weaponized version of the Flood is released by the Covenant.
Firefight: 4 players. Players start "naked" and gain levels + weapon upgrades. Etc.
Missions of the week: 4-16 players. Use campaign Loadouts.
Skirmish Mode: 8-16 players. Load outs. Weapon upgrades earned per game. No heavy weapons in loadouts. Limited starting equipment options. 2 x specializations
War Mode: 16-32 players. Class based. Weapons, equipments, grenade, armor type, consumbles, and specializations define the class. Classes are Infiltration Specialist, Engineering Specialist, Combat Specialist
Theater:
Forge: Includes firefight forge and mission designer (might be too much work).