Post by Rotaretilbo on Feb 10, 2007 0:56:23 GMT -5
This is a compilation of my idea.
Factions
Loyalist Covenant
Separatist Covenant
United Nations Space Command
United Rebel Front
Map
Loyalist Covenant
Brute
Jackal
Drone
Grunt
Separatist Covenant
Elite
Hunter
Grunt
United Nations Space Command
Spartan-III
Soldier
United Rebel Front
Militia
Loyalist Covenant
Basic Infantry: Basic infantry can be held by any Loyalist Covenant race. It is the most basic of all units. Those in the basic infantry class may not handle special weapons such as sniper rifles and they may not use special items like wrenches, but they can use nearly anything else, depending on race limitations.
Engineer: Engineer is class only held by the Drone. An engineer can serve on both a ship or on the ground. An engineer's sole purpose is to repair, though it can handle any weapon a basic infantry can.
Sniper: Sniper is the Jackal's specialty, though Brutes can be of this class as well. A sniper is allowed to carry a pistol and sniper rifle, as well as grenades or perhaps a monocular. Jackal snipers may not carry shields.
Special Operations: This is a class only given to the Grunts. Special operations units can cloak and use drop pods.
Flyer: Flyer is a class of Brutes that can pilot aircraft. A flyer can only fly one aircraft at a time (as in a flyer cannot hop out of a Banshee and immediately fly a Phantom thereafter), but must rather train on a certain aircraft, and in order to switch, "forget" the first aircraft and train on a different one. As a flyer achieves rank, it can hold the knowledge of more than one aircraft.
Crewman: Crewman is the class of Brutes that serve on starships. As a crewman advances in rank, it goes from manning a pulse laser to commanding a ship, or even fleet.
Separatist Covenant
Basic Infantry: Basic infantry can be held by any Separatist Covenant race. It is the most basic of all units. Those in the basic infantry class may not handle special weapons such as sniper rifles and they may not use special items like wrenches, but they can use nearly anything else, depending on race limitations.
Sniper: Sniper is an Elite only class. A sniper is allowed to carry a pistol and sniper rifle, as well as grenades or perhaps a monocular.
Special operation is a Grunt and Elite class. Special operation units can utilize active camo and drop pods.
Flyer: Flyer is a class of Elites that can pilot aircraft. A flyer can only fly one aircraft at a time (as in a flyer cannot hop out of a Banshee and immediately fly a Spirit thereafter), but must rather train on a certain aircraft, and in order to switch, "forget" the first aircraft and train on a different one. As a flyer achieves rank, it can hold the knowledge of more than one aircraft.
Crewman: Crewman is the class of Elites that serve on starships. As a crewman advances in rank, it goes from manning a pulse laser to commanding a ship, or even fleet.
United Nations Space Command
Marine Corps Infantry: Marine Corps Infantry is a Soldier only class. This marine can handle basic weapons such as assault rifles, shotguns, submachine guns, and machine guns, but cannot handle special weapons or items such as sniper rifles, battle rifles, wrenches, and medkits. This type of marine is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Engineer: Marine Corps Engineer is a Soldier only class. This marine can handle any weapon the Marine Corps Infantry can, but it can also use land mines, satchel charges, shaped demolition charges, and wrenches. This type of marine is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Medic: Marine Corps Medic is a Soldier only class. This marine can handle any weapon the Marine Corps Infantry can, but it can also use medkits.
Marine Corps Sniper: Marine Corps Sniper is a Soldier only class. The sniper can only handle pistols and sniper rifles, but may also carry grenades, binoculars, and a spotter scope.
Orbital Drop Shock Troopers: Marine Corps ODST is a Soldier only class. The ODST can only handle pistols and battle rifles. The ODST can also utilize the HEV pod. The ODST is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Air Division: Marine Corps Air Division is a Soldier only class. This marine can only handle pistols and submachine guns. This marine can drive atmospheric aircraft such as Shortswords and Pelicans.
Navy Crewman: Navy Crewman is a Soldier only class. The crewman serve on starships, starting as a point defense gunner and moving up to a commanding positon.
Navy Air Squadron: Navy Air Squadron is a Soldier only class. The air squadron can only handle pistols. They can also pilot most atmospherical and all space single ships such as Longswords, Pelicans, and Albatrosses.
Navy Corpsman: Navy Corpsman is a Soldier only class. A corpsman can only handle pistols. However, a corpsman can handle medkits and defibrilators, allowing the corpsman to resuscitate dead friendlies.
Navy Special Weapons: NavSpecWep is a Spartan only class. NavySpecWep are not limited to weapons or special items (and can even wield enemy weapons, unlike most other classes), but though they are part of the Navy, they can only pilot Pelicans (if they are Spartan-IIs, Spartan-IIIs cannot pilot any aircraft) and can not serve on starships.
United Rebel Front
Basic Infantry: Basic Infantry can handle basic weapons such as assault rifles, shotguns, submachine guns, and machine guns, but cannot handle special weapons or items such as sniper rifles, battle rifles, wrenches, and medkits.
Combat Engineer: Combat Engineer can handle any weapon the Basic Infantry can, but it can also use land mines, satchel charges, shaped demolition charges, and wrenches.
Medic: Medic can only handle pistols and submachine guns. They can handle medkits and defibrilators, allowing them to resuscitate dead friendlies.
Sniper: Sniper can only handle pistols and sniper rifles, but may also carry grenades, binoculars, and a spotter scope.
Special Forces: Special Forces are very similar to Basic Infantry, except that they can wield enemy weapons.
Spy: Spy can infiltrate the UNSC network because they appear as a friendly. They can only handle pistols. Any enemy within a certain radius of a spy shows up on the URF radar, and spies can hack spawn terminals (such as vehicle and weapon), causing them to fail (and thus the enemy cannot use the terminal and is shorted weapons or vehicles).
Pilot: Pilot can handle pistols. They can pilot any URF singel ship, atmospherical or not.
Crewman: Crewman can handle pistols and serve aboard URF starships.
Each faction has a haven. A haven is a place where the enemy cannot come until it is the only planet left under the owning factions control.
In order to go from planet to planet, ships must be utilized. Upon arriving at a planet, ships can deploy dropships, but must also face the enemy ships in orbit. Thus, while the fighting on the ground is taking place, a fight in space is also taking place. Ships in space may not engage ground targets, nor vice versa.
If a ship is destroyed, it can be respawned at a friendly spaceport after a certain amount of time, depending on the class of the ship. Players in command of a ship name their ship, but must choose from a set list of ship types.
The invading force must capture the spaceport first, and then work from there.
Every planet has a series of fortified bases. To control a planet, a faction must control all the bases. To control a base, the previous owner must be completely routed and the enemy headquarters must be captured and held for a certain amount of time.
Some bases are different from others. All bases contain a land-based vehicle production area. Some contain an aerial vehicle production area. Some areas contain a space elevator, which leads to one of the planet's spaceports. Some bases contain a medical bay. All bases are walled in with between two and four entrances.
An outpost is a small base that cannot spawn vehicles at all. It merely provides a spawning area and basic weapons arsenal, as well as some defensive structures.
In order to capture a base, it must have a connection with a base the invading faction owns. This is why the spaceport must be captured first. Outposts are exempt from this rule and can be taken at any time by any faction.
A point system would be in conjunction with a rank system. Rank promotions are decided by moderators/employees tasked with watching people's progress and any openings in spots. Thus, a majority of the players are lower ranks.
The point system is called Battle Level or something. Battle Level points can be spent on items available to the class the player chose when he/she created the character and then items can be returned for full point value. All weapons have improvements that cost more than their basic set.
Factions
Loyalist Covenant
Separatist Covenant
United Nations Space Command
United Rebel Front
Map
Loyalist Covenant
Brute
Jackal
Drone
Grunt
Separatist Covenant
Elite
Hunter
Grunt
United Nations Space Command
Spartan-III
Soldier
United Rebel Front
Militia
Loyalist Covenant
Basic Infantry: Basic infantry can be held by any Loyalist Covenant race. It is the most basic of all units. Those in the basic infantry class may not handle special weapons such as sniper rifles and they may not use special items like wrenches, but they can use nearly anything else, depending on race limitations.
Engineer: Engineer is class only held by the Drone. An engineer can serve on both a ship or on the ground. An engineer's sole purpose is to repair, though it can handle any weapon a basic infantry can.
Sniper: Sniper is the Jackal's specialty, though Brutes can be of this class as well. A sniper is allowed to carry a pistol and sniper rifle, as well as grenades or perhaps a monocular. Jackal snipers may not carry shields.
Special Operations: This is a class only given to the Grunts. Special operations units can cloak and use drop pods.
Flyer: Flyer is a class of Brutes that can pilot aircraft. A flyer can only fly one aircraft at a time (as in a flyer cannot hop out of a Banshee and immediately fly a Phantom thereafter), but must rather train on a certain aircraft, and in order to switch, "forget" the first aircraft and train on a different one. As a flyer achieves rank, it can hold the knowledge of more than one aircraft.
Crewman: Crewman is the class of Brutes that serve on starships. As a crewman advances in rank, it goes from manning a pulse laser to commanding a ship, or even fleet.
Separatist Covenant
Basic Infantry: Basic infantry can be held by any Separatist Covenant race. It is the most basic of all units. Those in the basic infantry class may not handle special weapons such as sniper rifles and they may not use special items like wrenches, but they can use nearly anything else, depending on race limitations.
Sniper: Sniper is an Elite only class. A sniper is allowed to carry a pistol and sniper rifle, as well as grenades or perhaps a monocular.
Special operation is a Grunt and Elite class. Special operation units can utilize active camo and drop pods.
Flyer: Flyer is a class of Elites that can pilot aircraft. A flyer can only fly one aircraft at a time (as in a flyer cannot hop out of a Banshee and immediately fly a Spirit thereafter), but must rather train on a certain aircraft, and in order to switch, "forget" the first aircraft and train on a different one. As a flyer achieves rank, it can hold the knowledge of more than one aircraft.
Crewman: Crewman is the class of Elites that serve on starships. As a crewman advances in rank, it goes from manning a pulse laser to commanding a ship, or even fleet.
United Nations Space Command
Marine Corps Infantry: Marine Corps Infantry is a Soldier only class. This marine can handle basic weapons such as assault rifles, shotguns, submachine guns, and machine guns, but cannot handle special weapons or items such as sniper rifles, battle rifles, wrenches, and medkits. This type of marine is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Engineer: Marine Corps Engineer is a Soldier only class. This marine can handle any weapon the Marine Corps Infantry can, but it can also use land mines, satchel charges, shaped demolition charges, and wrenches. This type of marine is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Medic: Marine Corps Medic is a Soldier only class. This marine can handle any weapon the Marine Corps Infantry can, but it can also use medkits.
Marine Corps Sniper: Marine Corps Sniper is a Soldier only class. The sniper can only handle pistols and sniper rifles, but may also carry grenades, binoculars, and a spotter scope.
Orbital Drop Shock Troopers: Marine Corps ODST is a Soldier only class. The ODST can only handle pistols and battle rifles. The ODST can also utilize the HEV pod. The ODST is issued a standard biofoam canister that can temporarily increase health.
Marine Corps Air Division: Marine Corps Air Division is a Soldier only class. This marine can only handle pistols and submachine guns. This marine can drive atmospheric aircraft such as Shortswords and Pelicans.
Navy Crewman: Navy Crewman is a Soldier only class. The crewman serve on starships, starting as a point defense gunner and moving up to a commanding positon.
Navy Air Squadron: Navy Air Squadron is a Soldier only class. The air squadron can only handle pistols. They can also pilot most atmospherical and all space single ships such as Longswords, Pelicans, and Albatrosses.
Navy Corpsman: Navy Corpsman is a Soldier only class. A corpsman can only handle pistols. However, a corpsman can handle medkits and defibrilators, allowing the corpsman to resuscitate dead friendlies.
Navy Special Weapons: NavSpecWep is a Spartan only class. NavySpecWep are not limited to weapons or special items (and can even wield enemy weapons, unlike most other classes), but though they are part of the Navy, they can only pilot Pelicans (if they are Spartan-IIs, Spartan-IIIs cannot pilot any aircraft) and can not serve on starships.
United Rebel Front
Basic Infantry: Basic Infantry can handle basic weapons such as assault rifles, shotguns, submachine guns, and machine guns, but cannot handle special weapons or items such as sniper rifles, battle rifles, wrenches, and medkits.
Combat Engineer: Combat Engineer can handle any weapon the Basic Infantry can, but it can also use land mines, satchel charges, shaped demolition charges, and wrenches.
Medic: Medic can only handle pistols and submachine guns. They can handle medkits and defibrilators, allowing them to resuscitate dead friendlies.
Sniper: Sniper can only handle pistols and sniper rifles, but may also carry grenades, binoculars, and a spotter scope.
Special Forces: Special Forces are very similar to Basic Infantry, except that they can wield enemy weapons.
Spy: Spy can infiltrate the UNSC network because they appear as a friendly. They can only handle pistols. Any enemy within a certain radius of a spy shows up on the URF radar, and spies can hack spawn terminals (such as vehicle and weapon), causing them to fail (and thus the enemy cannot use the terminal and is shorted weapons or vehicles).
Pilot: Pilot can handle pistols. They can pilot any URF singel ship, atmospherical or not.
Crewman: Crewman can handle pistols and serve aboard URF starships.
Each faction has a haven. A haven is a place where the enemy cannot come until it is the only planet left under the owning factions control.
In order to go from planet to planet, ships must be utilized. Upon arriving at a planet, ships can deploy dropships, but must also face the enemy ships in orbit. Thus, while the fighting on the ground is taking place, a fight in space is also taking place. Ships in space may not engage ground targets, nor vice versa.
If a ship is destroyed, it can be respawned at a friendly spaceport after a certain amount of time, depending on the class of the ship. Players in command of a ship name their ship, but must choose from a set list of ship types.
The invading force must capture the spaceport first, and then work from there.
Every planet has a series of fortified bases. To control a planet, a faction must control all the bases. To control a base, the previous owner must be completely routed and the enemy headquarters must be captured and held for a certain amount of time.
Some bases are different from others. All bases contain a land-based vehicle production area. Some contain an aerial vehicle production area. Some areas contain a space elevator, which leads to one of the planet's spaceports. Some bases contain a medical bay. All bases are walled in with between two and four entrances.
An outpost is a small base that cannot spawn vehicles at all. It merely provides a spawning area and basic weapons arsenal, as well as some defensive structures.
In order to capture a base, it must have a connection with a base the invading faction owns. This is why the spaceport must be captured first. Outposts are exempt from this rule and can be taken at any time by any faction.
A point system would be in conjunction with a rank system. Rank promotions are decided by moderators/employees tasked with watching people's progress and any openings in spots. Thus, a majority of the players are lower ranks.
The point system is called Battle Level or something. Battle Level points can be spent on items available to the class the player chose when he/she created the character and then items can be returned for full point value. All weapons have improvements that cost more than their basic set.