The Cure

Discussion in 'Reach Gametypes' started by Zorak000, Sep 27, 2010.

  1. Zorak000

    Zorak000 Ancient
    Senior Member

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    A long time ago I made a gametype for Halo 3 where the roles of the Humans and Zombies were reversed. This is the Reach upgrade.

    Base Player Traits (non-infected "Zombies":

    primary weapon: Energy Sword
    secondary wep: none
    infinite ammo
    no weapon/armor pickup
    no vehicle access

    150% speed
    125% jump

    150% Damage resistance
    Normal Shields
    no shield recharge
    50% health recharge

    enhanced radar - 150 meter range

    forced color - Zombie

    Loadout 1 : Sprint

    Loadout 2 : Evade


    Infected Traits ("Humans"):

    secondary wep : none
    all other options reset to "normal" values

    Loadout 1: Assult Rifle / Sprint

    Loadout 2: Pistol / Drop Shield (lol)

    Loadout 3: Plasma Rifle / Armor Lock

    Loadout 4: Spiker / Jetpack/hologram (I forgot but I think it is jetpack)

    Last Man (Zombie) Standing Traits:

    Base Player Traits plus:

    Armor Ability: Hologram

    200% damage resistance
    2X overshield
    10% Shield recharge

    50% Speed
    25% jump

    Immune to headshots
    ____________________________________

    The "Humans" spawn with semi-sub-par equipment and must procure better arms on-site; typically in sites where the zombies spawn.

    The final Zombie should be stronger, enough that the humans need to work together to bring it down. (I miss shield Vampireism and decay)

    I am still tweaking this gametype, as I typically do not have a chance to test it in larger parties (5+) so any suggestions are welcome
     

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