Someone mentioned that "LaForge" would be a cool flood level, where we pretend that the flood are Borg. I tried to do this, but ran into some problems. I want to make the flood more like the behavior of Borg. First question: Can flood ever be given armor abilities? I really want them to have Hardlight shields (if not immediately, then later in the match) so it's like they are becoming adapted to the weapons used and more powerful ones are needed as the round progresses. Second question: Is there a way to make the flood more powerful as the round progresses? I can set shield to slowly decay, but can't seem to make it so they slowly go up to overshield strength. It would be nice if slowly the flood became more resistant to damage in one way or another. THird question: is it possible to edit the flood classes/loadouts?
Flood have armor abilities (PV & TP) so I don't see why you cant change it to HLS. I'm gonna fool around with this today.
thanks trauma. it was nice randomly meeting you in a custom lobby last night. laforge really would be great for flood I think, becuase it's one major flaw is that the bridge is a good spot to try and hold. it would be interesting to see a dozen borg trying to assimilate the last remaining human. borg walk slower don't really shoot weapons much adapt to repeated use of the same weapon (which is why I want their damage resistence or shielding to increase gradually) EDIT: to note that due to item limits and other things that would need to be changed for Flood on this map, it may have to be a special copy of the map designed for flood specifically. Darker, most weapons removed, unnecessary spawns removed... that sort of thing.
First question ---> Check this out Second question: Not that I'm aware of Third question: See first question
I was going to say you should adapt LaForge for Flood, unless I did and forgot? lol...anyway, this is an excellent idea and I will make a custom Flood 2.0 for anything you need. It may be possible to use a trait zone on the map and have it pertain to the flood (blue team) that gradually increases their shields very slowly? I'm not experienced much with trait zones to know if that is possible. Anyhow, I can give Flood/Alpha Flood a certain armor color, armor abilities, starting weapons, grenades, and tactical/support upgrades... but I cannot alter the loadouts for multiple choices, only set Traits for Flood and Alpha Flood, whether they are the same or different. It's possible to alter loadouts specifically but I don't know how as it's pretty difficult. So you'd have to pick 1 setting for Flood and 1 for Alpha Flood. If you use the glitch REMKings mentioned, if it works with armor abilities...you have to give the survivors the same one to get it on the Flood/Alpha Flood...or disable it altogether for humans. So it depends what you need. You definitely can make the Flood/Borg walk real slow and be very powerful. I would suggest leaving their primary Flood Talon/Sword weapon as it represents the Borg drone drill. If you wanted to give them a gun I would say use that as a secondary and make it a small gun like a Plasma Pistol or Boltshot would probably be better even though the Plasma pistol green projectile would fit the theme. I guess the Plasma Pistol could work for Borg secondary to use as a shield disruptor on the Star Trek Crew's shields. It's gonna take some testing to balance it all out but I see this happening. Obviously you'd want to leave the Flood black so I would recommend a modified version of Flood 2.0, or 2.0+. I also recommend changing the human survivor colors to some type of Star Trek color theme like Maroon and Black.
Some ideas to brainstorm... Borg Drones/Alpha Borg Queen - Primary Weapon: Flood Talon - Secondary Weapon: Plasma Pistol - Color: Black - Armor Ability: Borg Regeneration Field Crew - Primary Weapon: Light Rifle - Secondary Weapon: None - Grenades: 1 Pulse - Color: Burgandy and Black - Weapons on Map to Scavenge - Armor Abilitiy: Hologram? AutoSentry? None?
So trait zones can be set to team specific but they can't be timed in like weapons. They'll spawn from the beginning whether you select that option or not.
Do they really work for teams? I always thought it was an option in Forge but didn't work in game. Hopefully I was wrong though.
@TRAUMAjunkie: Yes they are setup as neutral or team specific like spawns... You may be able to have them spawn at a certain time I would imagine, just like other objects in forge. I never tried it though. @REMKings: yeah, trait zones work for teams. for example, you can have an area of the map give Flood overshields but not survivors, so it would be like a deadly flood pit. You can do that in slayer and other gametypes so I imagine it would work with Flood as well as they represent blue team.
Well. That means I can actually make something I didn't thought was possible to do. They must've fixed it then, because in the beginning of Halo 4's lifespan it wasn't possible yet. (I wouldn't be surprised if they did because they also fixed the default settings.) Happy to have learned this, thanks.
thanks for the ideas and advice, guys. I will try to play with this tonight and if any of you are on, maybe try to set up a test or something. I'm not entirely sure I understand REMKings' glitch technique, but I'm sure it will make more sense once I get into forge and tinker around.
The "glitch", if you can call it that... is basically when you chose stuff for Base Player Traits (Human/Survivors) it carries over to the Flood traits also. Like Mobility (Unlimited Sprint) tactical upgrade, if you put it on the base player traits it gives it to flood too. If you chose humans to have a certain armor ability, it shows up on the Flood loadouts as well, but I don't know if it works for them or if it just shows that. Well, I never actually tried it so I could be wrong but I know that to change the colors of both teams in Slayer you have to mod trait zones in the map for each team otherwise they will all be the same color. So I would assume you can just lay down a trait zone and set it to a certain team like spawns points.
update: Here is what I've done so far. Flood walk at 75% speed, because slower just feels too slow and catching humans might be impossible. Flood get AA=HLS but humans do not (your trick of using a trait zone labelled just to humans worked to nullify the HLS for them, but they don't get any AAs which kind of sucks.) respawn setting makes it so new flood are slightly stronger than original flood for 60 seconds, which helps simulate the Borg's ability to adapt to being hit by repeated fire. What I still want to do is use another trait zone to spawn in at 120 sec so the final minute of the 3 min round will be with really strong Flood, requiring you to get the power weapons and use them instead of your regular weapons. I'm struggling with getting that working, though.
deleting most weapons from the map (flood doesn't need as many, and new weapons for flood will be drops @ 0$) got me one trait zone, already used as described. I was aslo able to modify my turbo-lifts to eliminate one trait zone on each. Rather than having two zones provide an L shape of sorts, I was able to angle one trait zone to extend beyond the area needed, but not extrude into other playable areas and cover all the areas I needed. New question: does anyone know if you can delay-spawn a trait zone? The settings are there, but something weird happened when I tried it. Maybe I set it up wrong though... I want flood to initially not be able to use AA's and have a zone spawn in later to give them that ability. Zone 1 was going to disable AA's for both teams, then have zone 2 nullify that first one, giving Flood the ability. I think that should work, but it's a delicate procedure apparently, as it gave both teams the AA's at the start of the round. I'll have to keep tinkering with this one.
I set spawn at start to FALSE and placed a 30 second timer on it but it didn't matter. About the team specific trait zones, I set a trait zone to change blue player appearance to damage boost while inside. When I tested it in game, it only affected me when I was on blue team.
on item 1, I found the same thing. You apparently cannot delay spawn Trait Zones on item 2, that sounds promising, as it would be cool to just make one team have a trait and not the other.