Post by Faclan on Dec 9, 2021 20:29:31 GMT -6
As I am a big fan of Tarkov despite really disliking end of wipe when everyone has the best ammo and armor does nothing I occasionally think about combining it and Halo. But after the trailer for 12.12 came out for Tarkov today I decided to give it a bit more of a think and so here we are;
Trailer for those who want to see it.
But if this was a 'thing' I imagine it would be post war. Maybe between halo 3 and 4 during Kilo-Five and the Blooding Years. It would likely take place on some Human world that was the site of a war engagement. Abandoned by everyone after it as Humans ran and Covenant needed to chase them. But Rediscovered later it would be littered with loot and tech to steal. Even more so once initial scans were done and extra places were revealed to check out. If you have not played Tarkov a lot of this probably wont make much sense but I'll try to keep it simple.
* The Map
Tarkov is divided into many different zones that are distinct from each other and you que to load it one at a time. I will be going map by map to explain what each would be on this human planet. They would be populated with Scavengers (NPC enemies) of the various races with random equipment. Each map also has a boss on it that is not there every time but are very dangerous with their followers.
- Customs
Normally a bunch of warehouses and gas stations Customs is often the basic starter map for Tarkov. And tends to be where a lot of the starter quests take place. A checkpoint that leads into the main human city makes sense to me. With warehouses to hold items that were seized and some fueling stops left long abandoned. And lots of money was kept here. As such a very cantankerous Unggoy and their raid party has taken up residence here, and they want your shinies!
- Factory
A tiny map that is for quick games and PvP focused as you go there to kill players. But rather than a factory I think a Hanger would suit it better. With landed ships to take cover in and behind and lots of catwalks for players to scamper over to try and get angles. The boss of Hanger would likely be a big Jiralhanae with a grav hammer - after all hes the boss of the Hanger, and doesnt like you trying to take HIS stuff!
- Interchange
A three story shopping mall that is a pretty hard place to get out because of how many angles there are to be shot from. But its one of the densest locations loot wise with stuff to pick up all over. But with so many angles a Yanme'e swarm has taken up residents in there. And love to leap up and down the various floors to swarm over you.
- Reserve
Reserve is a map that is based on a military base. With bunkers and underground tunnels and a lot of good weapon loot as well as unique loot like tank batteries. As such its easy to just twist it into the main base of the milita that used to defend the planet. With a lot of great gun and vehicle loot to be had. The boss could be a Human ODST squad who used to be based here and don't like you making the place dirty regardless of race.
- Shoreline
Shoreline is a forest-y map with a health resort on it that offers a good mix of up close and far away combat. One of the more balanced maps. It could still be a resort or perhaps a power station on the coast with a wave machine. I imagine a Kig-Yar sniper and his team of spotter and two security would prowl the map looking for geared players to pop
- Woods
My personal least favorite map but still a decent one that has a lot of trees and bushes to hide in as well as a lot of long range combat. It could easily still be a woods type location with various little bases set up around the map for a spread of all kinds of loot. But as its a lovely hunting ground beware of the cloaked Sangheili boss who wants to hunt you as a lovely trophy.
- (New location) Caverns
An underground location full of methane! So Unggoy can wear real backpacks and the other races have to take oxygen and masks instead. Dunno what would be down here but a methane place is always fun to think about.
- The Lab (Split into two zones, ONI Base and Forerunner Underground)
Labs is a place you need a special keycard(single use) to even enter, and once you do if you die you lose everything you currently have. It is also home to Scav Raiders. A big step up from normal Scavs with more health, better gear, and very fast reaction times. But as there are a few super dangerous places I would make the 'end game' spot of Tarkov Halo two separate locations.
One for High end normal loot (ONI Base) where you would find top tier mods, armor, sheild generators, and the like - Protected by ONI Agents in Recon and other ODST armor. This would require an ONI Key to enter and inside would be lots of other locked doors that need more keys. Perhaps a Hunter pair boss in ONI colors.
In addition the Forerunner Underground would be a forerunner base. Like we saw on the Halo Rings. This would also need some key to enter and would be populated with Sentinels of various types to burn you to a crisp. This would have more esoteric loot like Forerunner weaponry and likely unique upgrades for your base if you can get out with them. Suggestions for other Forerunner specific loot is welcome. Probably one of those tank lifting sentinels for a boss.
* Traders
These are the people who give you missions and the equipment you need to go into maps and come out alive. And with so many species to pick from it was fun to try and match up traders with species. Sidenote I imagine the currency instead of being Roubles/Dollars/Euros would instead be Credits/Gekz/Forerunner funbucks just for flavor.
- Prapor
The basic trader who deals in the base versions of a lot of Russian guns. And a good base trader could be a UNSC quartermaster who is rather lax with who he sells too. After all money is money and he likely has a bigger plan that he needs all that money for.
- Therapist
The medical trader and food trader. And with not many species in halo known for their love of healing I thought 'hey! lets make her an Engineer!' so it would be a happy bleeting Engineer who just wants to fix you up! And get them cool things to take apart.
- Fence
The 'black market' trader who deals in everything but its random what he has. For fun I imagine this is some AI that is tracking mostly everything that goes on and kicks out items it retreives but doesnt need for those who pay. Probably also the only place to find Forerunner weapons outside of the Underground but requires rare Funbucks to purchase them.
- Skier
The shady 'criminal' trader who trades in more advanced weapons from the east and the west in Tarkov. So who better than some Kig who trades in both UNSC and Covenant gear and tends to have missions to steal stuff and get more for their own horde.
- Peacekeeper
The main supplier of western (m4's and the like) weapons in Tarkov. To make them different from Prapor I would likely make them a Sangheili trading mainly in Covenant weapons and the different plasma types for them. Lots of 'I'm doing the right thing' in their quest dialogue. Also lots of blue in their appearance so good Jelly color.
- Mechanic
The tinkerer who wants you to make a lot of different weapons in tarkov who was the other candidate for an Engineer. But hes rather enegmatic and weird so hed probably be a Yanme'e. Always wanting new things to tinker with. Would sell a lot of the attachments to make guns more awesome and tech loot.
- Ragman
The BROOOOO who sells you armor, backpack, chest rigs, and cosmetic clothing in tarkov. Who better than an eccentric Unggoy fashion designer who just wants to make you beautiful! Innie and UNSC humans would have different clothing options from them.
- Jager
The seller of hunting equipment, scopes shotguns and bolt rifles, and other older style weapons. Probably some old Innie Human who stayed on the planet after everyone left and just wants to see the planet be nice again. As Jager tends to have a lot of 'kill scav' quests I think it would fit him well.
* Species
For those who do not play Tarkov each type of enemy has a specific health value. Losing your head or thorax means you die. But losing other body parts make you slower (legs) or make aiming and reloading slower (arms) or have you massively lose energy and hydration (stomach). You can repair these in raid but they lose max health and it takes awhile. Mastery of a weapon means you have less recoil, aim faster, and reload it faster which some races do faster for certain weapons.
These body parts and their penalty for loss would be the same but some species have Unique body parts.
- Humans would be the base; 100% health, 100% movement speed, 100% carry weight, 100% melee damage, medium size. UNSC Humans gain increased mastery with modern human weapons. Innies gain the same with older Human weapons and hunting weapons (Innies be Ratting it up)
- Unggoy; 120, 70, 135, 90, small size - requires methane stored on you to survive. Has no stomach damage instead methane tank can be damaged which will bleed methane from you faster. Patch kits and extra methane can be carried on raid. You gain tier 1 armor on your arms and chest for free. You gain mastery of grenades and heavy weapons faster.
- Kig-Yar; 80, 135, 90, 90, medium size - you gain the first level of night vision for free. But flashlights especially at night blind you badly. You also take half of the negative penality for food and drink due to your iron stomach. Gain increased jump height. Single fire rifles gain mastery faster.
- Sangheili; 115, 115, 115, 115, large size - You are loud and easy to spot but hard to take down without headshots. You gain no increased mastery.
- Jiralhanae; 130, 90/135, 120, 120, large size - you are loud and easy to spot and take longer to heal due to size of limbs. Taking a chunk of damage fast will beserk you which means you cannot fire your weapon but move faster.
- Yanme'e; 65, 65/130, 80, 80, small size - you have the ability to fly for a short distance vertically or horizontally to gain angles for firing but have a hard time carrying large weapons or backpacks as that is where your wings are.
No Hunters playable as they seem more like NPC hazards.
* Equipment
The bigger question I was thinking about during the walk as we've really only seen plasma weapons fire one type of thing. Which is hard to balance in Tarkov where it doesn't matter the gun as much as the ammo you put in. Humans weapons would be easy as a basic idea would be.
Hollow points: Health damage High, shield damage high, armor piercing low
Soft Points: Health damage above average, shield damage above average, armor piercing below average
Basic FMJ: Average, average, average.
Hardened: Below average, Below average, above average.
AP Ammo: Low, low, high
With a few outliers like the magnums explosive ammo which would do extreme damage to everything but would likely be really hard to get. But for plasma weapons I thought something like this may be work.
Cool running: Weapon can fire longer without overheating and makes it quieter. Lessoned damage.
Standard gas: Normal operation
Overpressure heated: Weapon is louder and overheats faster but does more damage.
Plasma on the whole would do a lot of damage to flesh and shields but less to armor with the downside of it being a slow projectile. Needlers could have different colored needles that traveled faster, did more impact damage, tracked harder, and the like. The Carbine could have increased capacity but lower damage mags for headshotting or high pressure rounds for increased velocity and pen. While brute weapons could come with pre heated liquid fuel for extra damage but less capacity for example. Shotguns could have slugs, shot, or some in between round like Frechette's or even explosive or fire shells. Lots of options.
Modding could make it like Halo 5 where even the plasma weapons had little flip up sights for aiming better when you mod them to do that. Bigger scopes on the human weapons with suppressors and lasers and bigger mags. Thats the simpler part but with melee being such a big thing in halo bayonets and other attachments would likely be common as well. And a big brute blade on a plasma pistol makes me chuckle. Or different styles of barrels on Covenant weapons to change how they operate.
As for armor weve seen a lot in Halo that can be used as the ranking system of the Covenant makes it easier as Zealot or Ultra armor would obviously be stronger than minor but likely much more obvious to see. Kig would go from minor to T'vaoan style armor so they can finally have arm protection, and grunts would get their beefy helmets moving up the armor list. Humans going from soft armor to ODST style armor and MAYBE some type of Spartan armor. But unsure about that.
And finally shields and carry equipment. We dont see the Covenant armors having much room to carry stuff as their weapons dont need magazines so Id imagine that would be a downside to most standard Covenant armor if you wanted to use for example human guns. But i'm sure the armor exists with mag pouches post war. Then you can go wild with the backpacks of the various species to carry all that sweet loot. But a shield generator would take up this backpack slot and be /very/ expensive and heavy. Not only that but being hit would make you light up like a Christmas tree letting everyone see you. So while you can be a walking tank with big armor AND a shield you would be very slow and it would be very expensive to bring into a raid. And one good grenade will likely go through it and end you. Leaving someone else to try ad pick it up. So you would have to wager a big investment to go into the raid against going in with a big backpack instead to come out with more loot.
Thats about all my thoughts on it. Hope it was a fun read and I welcome fun discussions or suggestions to make the idea better.
Trailer for those who want to see it.
But if this was a 'thing' I imagine it would be post war. Maybe between halo 3 and 4 during Kilo-Five and the Blooding Years. It would likely take place on some Human world that was the site of a war engagement. Abandoned by everyone after it as Humans ran and Covenant needed to chase them. But Rediscovered later it would be littered with loot and tech to steal. Even more so once initial scans were done and extra places were revealed to check out. If you have not played Tarkov a lot of this probably wont make much sense but I'll try to keep it simple.
* The Map
Tarkov is divided into many different zones that are distinct from each other and you que to load it one at a time. I will be going map by map to explain what each would be on this human planet. They would be populated with Scavengers (NPC enemies) of the various races with random equipment. Each map also has a boss on it that is not there every time but are very dangerous with their followers.
- Customs
Normally a bunch of warehouses and gas stations Customs is often the basic starter map for Tarkov. And tends to be where a lot of the starter quests take place. A checkpoint that leads into the main human city makes sense to me. With warehouses to hold items that were seized and some fueling stops left long abandoned. And lots of money was kept here. As such a very cantankerous Unggoy and their raid party has taken up residence here, and they want your shinies!
- Factory
A tiny map that is for quick games and PvP focused as you go there to kill players. But rather than a factory I think a Hanger would suit it better. With landed ships to take cover in and behind and lots of catwalks for players to scamper over to try and get angles. The boss of Hanger would likely be a big Jiralhanae with a grav hammer - after all hes the boss of the Hanger, and doesnt like you trying to take HIS stuff!
- Interchange
A three story shopping mall that is a pretty hard place to get out because of how many angles there are to be shot from. But its one of the densest locations loot wise with stuff to pick up all over. But with so many angles a Yanme'e swarm has taken up residents in there. And love to leap up and down the various floors to swarm over you.
- Reserve
Reserve is a map that is based on a military base. With bunkers and underground tunnels and a lot of good weapon loot as well as unique loot like tank batteries. As such its easy to just twist it into the main base of the milita that used to defend the planet. With a lot of great gun and vehicle loot to be had. The boss could be a Human ODST squad who used to be based here and don't like you making the place dirty regardless of race.
- Shoreline
Shoreline is a forest-y map with a health resort on it that offers a good mix of up close and far away combat. One of the more balanced maps. It could still be a resort or perhaps a power station on the coast with a wave machine. I imagine a Kig-Yar sniper and his team of spotter and two security would prowl the map looking for geared players to pop
- Woods
My personal least favorite map but still a decent one that has a lot of trees and bushes to hide in as well as a lot of long range combat. It could easily still be a woods type location with various little bases set up around the map for a spread of all kinds of loot. But as its a lovely hunting ground beware of the cloaked Sangheili boss who wants to hunt you as a lovely trophy.
- (New location) Caverns
An underground location full of methane! So Unggoy can wear real backpacks and the other races have to take oxygen and masks instead. Dunno what would be down here but a methane place is always fun to think about.
- The Lab (Split into two zones, ONI Base and Forerunner Underground)
Labs is a place you need a special keycard(single use) to even enter, and once you do if you die you lose everything you currently have. It is also home to Scav Raiders. A big step up from normal Scavs with more health, better gear, and very fast reaction times. But as there are a few super dangerous places I would make the 'end game' spot of Tarkov Halo two separate locations.
One for High end normal loot (ONI Base) where you would find top tier mods, armor, sheild generators, and the like - Protected by ONI Agents in Recon and other ODST armor. This would require an ONI Key to enter and inside would be lots of other locked doors that need more keys. Perhaps a Hunter pair boss in ONI colors.
In addition the Forerunner Underground would be a forerunner base. Like we saw on the Halo Rings. This would also need some key to enter and would be populated with Sentinels of various types to burn you to a crisp. This would have more esoteric loot like Forerunner weaponry and likely unique upgrades for your base if you can get out with them. Suggestions for other Forerunner specific loot is welcome. Probably one of those tank lifting sentinels for a boss.
* Traders
These are the people who give you missions and the equipment you need to go into maps and come out alive. And with so many species to pick from it was fun to try and match up traders with species. Sidenote I imagine the currency instead of being Roubles/Dollars/Euros would instead be Credits/Gekz/Forerunner funbucks just for flavor.
- Prapor
The basic trader who deals in the base versions of a lot of Russian guns. And a good base trader could be a UNSC quartermaster who is rather lax with who he sells too. After all money is money and he likely has a bigger plan that he needs all that money for.
- Therapist
The medical trader and food trader. And with not many species in halo known for their love of healing I thought 'hey! lets make her an Engineer!' so it would be a happy bleeting Engineer who just wants to fix you up! And get them cool things to take apart.
- Fence
The 'black market' trader who deals in everything but its random what he has. For fun I imagine this is some AI that is tracking mostly everything that goes on and kicks out items it retreives but doesnt need for those who pay. Probably also the only place to find Forerunner weapons outside of the Underground but requires rare Funbucks to purchase them.
- Skier
The shady 'criminal' trader who trades in more advanced weapons from the east and the west in Tarkov. So who better than some Kig who trades in both UNSC and Covenant gear and tends to have missions to steal stuff and get more for their own horde.
- Peacekeeper
The main supplier of western (m4's and the like) weapons in Tarkov. To make them different from Prapor I would likely make them a Sangheili trading mainly in Covenant weapons and the different plasma types for them. Lots of 'I'm doing the right thing' in their quest dialogue. Also lots of blue in their appearance so good Jelly color.
- Mechanic
The tinkerer who wants you to make a lot of different weapons in tarkov who was the other candidate for an Engineer. But hes rather enegmatic and weird so hed probably be a Yanme'e. Always wanting new things to tinker with. Would sell a lot of the attachments to make guns more awesome and tech loot.
- Ragman
The BROOOOO who sells you armor, backpack, chest rigs, and cosmetic clothing in tarkov. Who better than an eccentric Unggoy fashion designer who just wants to make you beautiful! Innie and UNSC humans would have different clothing options from them.
- Jager
The seller of hunting equipment, scopes shotguns and bolt rifles, and other older style weapons. Probably some old Innie Human who stayed on the planet after everyone left and just wants to see the planet be nice again. As Jager tends to have a lot of 'kill scav' quests I think it would fit him well.
* Species
For those who do not play Tarkov each type of enemy has a specific health value. Losing your head or thorax means you die. But losing other body parts make you slower (legs) or make aiming and reloading slower (arms) or have you massively lose energy and hydration (stomach). You can repair these in raid but they lose max health and it takes awhile. Mastery of a weapon means you have less recoil, aim faster, and reload it faster which some races do faster for certain weapons.
These body parts and their penalty for loss would be the same but some species have Unique body parts.
- Humans would be the base; 100% health, 100% movement speed, 100% carry weight, 100% melee damage, medium size. UNSC Humans gain increased mastery with modern human weapons. Innies gain the same with older Human weapons and hunting weapons (Innies be Ratting it up)
- Unggoy; 120, 70, 135, 90, small size - requires methane stored on you to survive. Has no stomach damage instead methane tank can be damaged which will bleed methane from you faster. Patch kits and extra methane can be carried on raid. You gain tier 1 armor on your arms and chest for free. You gain mastery of grenades and heavy weapons faster.
- Kig-Yar; 80, 135, 90, 90, medium size - you gain the first level of night vision for free. But flashlights especially at night blind you badly. You also take half of the negative penality for food and drink due to your iron stomach. Gain increased jump height. Single fire rifles gain mastery faster.
- Sangheili; 115, 115, 115, 115, large size - You are loud and easy to spot but hard to take down without headshots. You gain no increased mastery.
- Jiralhanae; 130, 90/135, 120, 120, large size - you are loud and easy to spot and take longer to heal due to size of limbs. Taking a chunk of damage fast will beserk you which means you cannot fire your weapon but move faster.
- Yanme'e; 65, 65/130, 80, 80, small size - you have the ability to fly for a short distance vertically or horizontally to gain angles for firing but have a hard time carrying large weapons or backpacks as that is where your wings are.
No Hunters playable as they seem more like NPC hazards.
* Equipment
The bigger question I was thinking about during the walk as we've really only seen plasma weapons fire one type of thing. Which is hard to balance in Tarkov where it doesn't matter the gun as much as the ammo you put in. Humans weapons would be easy as a basic idea would be.
Hollow points: Health damage High, shield damage high, armor piercing low
Soft Points: Health damage above average, shield damage above average, armor piercing below average
Basic FMJ: Average, average, average.
Hardened: Below average, Below average, above average.
AP Ammo: Low, low, high
With a few outliers like the magnums explosive ammo which would do extreme damage to everything but would likely be really hard to get. But for plasma weapons I thought something like this may be work.
Cool running: Weapon can fire longer without overheating and makes it quieter. Lessoned damage.
Standard gas: Normal operation
Overpressure heated: Weapon is louder and overheats faster but does more damage.
Plasma on the whole would do a lot of damage to flesh and shields but less to armor with the downside of it being a slow projectile. Needlers could have different colored needles that traveled faster, did more impact damage, tracked harder, and the like. The Carbine could have increased capacity but lower damage mags for headshotting or high pressure rounds for increased velocity and pen. While brute weapons could come with pre heated liquid fuel for extra damage but less capacity for example. Shotguns could have slugs, shot, or some in between round like Frechette's or even explosive or fire shells. Lots of options.
Modding could make it like Halo 5 where even the plasma weapons had little flip up sights for aiming better when you mod them to do that. Bigger scopes on the human weapons with suppressors and lasers and bigger mags. Thats the simpler part but with melee being such a big thing in halo bayonets and other attachments would likely be common as well. And a big brute blade on a plasma pistol makes me chuckle. Or different styles of barrels on Covenant weapons to change how they operate.
As for armor weve seen a lot in Halo that can be used as the ranking system of the Covenant makes it easier as Zealot or Ultra armor would obviously be stronger than minor but likely much more obvious to see. Kig would go from minor to T'vaoan style armor so they can finally have arm protection, and grunts would get their beefy helmets moving up the armor list. Humans going from soft armor to ODST style armor and MAYBE some type of Spartan armor. But unsure about that.
And finally shields and carry equipment. We dont see the Covenant armors having much room to carry stuff as their weapons dont need magazines so Id imagine that would be a downside to most standard Covenant armor if you wanted to use for example human guns. But i'm sure the armor exists with mag pouches post war. Then you can go wild with the backpacks of the various species to carry all that sweet loot. But a shield generator would take up this backpack slot and be /very/ expensive and heavy. Not only that but being hit would make you light up like a Christmas tree letting everyone see you. So while you can be a walking tank with big armor AND a shield you would be very slow and it would be very expensive to bring into a raid. And one good grenade will likely go through it and end you. Leaving someone else to try ad pick it up. So you would have to wager a big investment to go into the raid against going in with a big backpack instead to come out with more loot.
Thats about all my thoughts on it. Hope it was a fun read and I welcome fun discussions or suggestions to make the idea better.