User:Pikapi/Halo: Online

Halo: Online is a video game published by CCP Games, whose creation was directed and overseen by 343 Industries. It is a player-driven persistent-world massively multiplayer online role-playing game (MMORPG) set in the. The game's timeline spawns a mere three months after the events of Halo 3.

Plot
Three months ensuing the destruction of Installation 04B, the last remnants of the Covenant prepare to continue the war, motivated only by the notion of vengeance. The Covenant have their eye's set on Earth's destruction, and the UNSC and Sangheili have their eye's cast upon the remaining bastion of the Covenant's falling empire. The violence has just about reached it's pinnacle, and neither faction plan to go down without a fight.

The Galaxy
Although widely unexplored, Halo: Online is said to contain all of the known star systems in the real world and the Halo Universe, as well as 6,000+ randomly generated, unnamed distant star systems, utilizing the advanced software of it's game engine, the Carbon Engine 2.0. In fact, the game is also known to feature the homeworlds of each of Covenant castes (Although few have been identified so far). It has also been suggested that at least three Halo Installations (including Installation 04C, the rebuilt model of Installation 04B) can be found as well, although more may be added as the game continues to expand.

343 Industries has suggested that the events of Halo: Online are to be considered canon, therefore, vital planets and constructs, such as Earth, Reach, the Halo Array, etc. are designed invulnerable to defeat. Even so, minor worlds on both sides of the fight are able to fall victim to planetary glassings, and such.

It has been hinted at that the galaxy holds many more, yet unidentified secrets, and that as updates become available, that the galaxy will only expand in size.

Factions
It is possible for a user to leave their faction, and join/create another, however, everything gained and worked towards as a unit commander will be lost upon doing so, urging players to remain within their self-assigned group. Once selecting or forming a group, a user is given the option to customize their own, personal group commander. If a user forms his own faction (or joins a friends, depending upon the leader's requirements), a player may even select what species they would prefer to be of (Human, San 'Shyuum, Sangheili, Jiralhanae, Kig-Yar, Kig-Yar Offshoot [Skirmisher], Unggoy, Lekgolo, or Huragok).

if a player unit is ever obliterated in battle, the player must start from scratch, losing all that they have earned.

Primary Factions
Upon creating an account, players must select a single faction in which they wish to join. The United Nations Space Command (UNSC) and The Covenant Alliance (Covenant) are the primary options, however, players are also given the ability to form lesser groups (or clans) of their own, or select from their friend's. Unlike player created groups, the UNSC and Covenant do not have any set commanders, only group leaderboards.

Secondary Factions (Clans)
While the UNSC and the Covenant are the game's primary opposing factions, user-created factions gain recognition as they gain members. The leader of a secondary group is considered to be he group's founder, and is given the exclusive rights on who to ban, promote, regulate character species, etc.. The founder is also given the option to form an alliance with one or neither of the two primary factions. Rouge human groups who refuse to forge an alliance with the UNSC are generally dubbed "Insurrectionist" groups. Secondary factions are also capable of purchasing allied NCP units.

If a secondary faction is completely obliterated in battle, each player will be forced to start from scratch.

General mechanics
While secondary factions are allowed to play around however they wish, the primary factions reign supreme, in the sense that they can never be defeated. Player units assigned to either the UNSC of Covenant are also given a higher chance of survival, as allied units (and NCP) may choose to drop out of slipspace randomly and assist other players within their faction, earning them credits in the case of success. Due to this, however, small skirmishes have the potential to grow into huge ongoing conflicts.

Faction advantages
UNSC vessels in Halo: Online generally offer a faster rate of fire than Covenant weaponry, and their MAC cannons are lethal than most Covenant weaponry. Even though most UNSC weapons can be fired at a more rapid pace, however, they aren't as efficient as that of most Covenant vessels. UNSC vessels are smaller, more fragile, and generally less agile than Covenant vessels. Where the UNSC lacks in naval warfare, they make up for in ground force strength and quantity.

The Covenant appear significantly less in numbers (do to the tendency of most players siding with the humans). Due to this, Covenant vessels have a significantly greater endurance and firepower. The standard energy projectors, which appear on the underside of most Covenant vessels, are significantly stronger than MAC cannons. These weapons are better for planetary glassings, however, as they are difficult to aim at other vessels, and take a few seconds to activate. When it comes to surface battles, the Covenant tend to deploy less troops, and rely heavily upon the damage cast by their anti-surface weaponry, such as their energy projectors.

Starship units
A single starship unit is granted a single commander (the player). A unit commander has control over all of their personal acquired vessels, as well as their credit balance, and purchased vessel/weapon upgrades.

Credits and ranks
Credits are the name of both UNSC and Covenant currencies. Credits can be used to purchase starships, NCP allied units, and vital upgrades. After multiple victories, a unit commander may also be promoted in rank. Higher ranked commanders are more likely to have stronger ships.

Credits and rank can be increased by participating in the following:
 * Succeeding in battles, raids, and skirmishes - When confrontation arises, a unit commander faces possible extermination. Raids are assaults on vulnerable opponents, and depending upon the situation, may just be hopeless for the victim. In raids, a player earns credits directly from piracy, and rank isn't effected. Skirmishes are small confrontations, offering decent reward income directly from your patron faction, or clan (no credits depleted from others). Finally, battles are large-scale naval conflicts that arise when multiple participants from any opposing faction collide. They are more common among the UNSC and the Covenant than clans, however. Battles offer a significant reward, and a steady increase in reputation, which leads to promotion.


 * Securing star systems - From placing military/research outposts, to colonizing planets, any action that extends one's patron faction's reach into the expanse may earn a player some credits, as well as some points the player's reputation.


 * 'Contributing to colonization - Colonization is the act of discovering, claiming and importing civilians and resources to planets that meet the necessary requirements. Some planets must be terraformed before colonization, which is a long, costly process. Successes do pay-off, however.


 * Aiding allies - Allied forces, wether other contributers to your faction, an allied faction, or even NCPs, lending a hand is rewarded in reputable pride, and maybe even some cash from the beneficiary.

Personal base
Each primary faction user starts off with their own orbital "space station"-like unit headquarters, located within a random section of their primary faction's inner territories. Player's of a secondary factions receive randomly-placed bases placed in a cluster with the rest of their group, usually located relatively close to the primary factions current mid-boundary lines. The boundary lines shift regularly, but base camp doesn't for these players.

A unit commander is incapable of managing over twelve starship at one given time. It is also necessary to allow crewman a limited amount of vacation time, in order for them to perform their very beast on duty, and avoid any lag in the command system. These situations are where personal bases come in handy. A personal base may be used to store credits (similar to a bank system) and provide drydock for hired servicemen. A base's hangars are the place to store one's inactive starship. If a player's unit is wiped-out, they may continue by using an available vessel in their personal hangar. Even so, the victim must survive the attack via a slipspace-capable escape pod, in order to reach their base.

Bases are susceptible to enemy assault, upon discovery. Although heavily defended by automated weaponry and purchased base upgrades, as well as a steady income of NCP defenders (only available in situations when it's player isn't active), they are often raided for money, crewman, or it's stored starship. A player who's base is under attack will receive a notification. If they do not come to it's aid, and it is destroyed, they will be issued a new base in a new location, yet all stored goods/base upgrades will be lost.

Slipspace travel
Slipspace transportation is significantly faster than standard non-FTL propulsion, and vital in transporting units across star systems. Even so, it is far from perfect. Slipspace transportation across single, neighboring systems takes a matter of minutes. Traveling to bookmarked locations, however, may take up to one hour. After all, the galaxy is vast, and long-distance transportation proves one's dedication to exploration.

Saving and bookmarking
When exploring new, distant territories, it is always good to know where to continue your search. Players are given the option to save their previous location before shutting down the program. A save spot works once a player reaches a location, in which the player decides to continue the game later on. Each vessel in the commander's unit will enter a secure region of slipspace, that is exited as soon as the player returns.

A bookmark, on the other hand, offers up to twenty locations at one time, in order to resume an unfinished project or mission. Bookmarking is considered significantly simpler than leaving it upon a player to take themself to a previously explored location.

Secure systems
In undefined space, a starship unit is easily susceptible to attack. Even so, it is considerably less likely to encounter opponents in such regions of space. Depending on location, however, players are granted a specific level of security. Star systems in UNSC space have a steady gradient in security, stretching all the way from it's central system, the Sol System, into it's farthest reaches. Likewise with the Covenant, only the Covenant have no set home-system, only a heavily guarded, colonized cluster near the center. Undefined systems, however, are granted no security, similar to that of undefined space.

Secure systems are guarded accordingly to their rank of security. Defending/guardian NCPs become more common as the level security increases. Acquired, colonized star systems that were previously listed as undefined are also granted temporary security that grows along with the stakes, and it's quantity in population. They are considered temporary, as if the system falls to the opposing team, it's security falls back to zero, and it is considered undefined until claimed once more.

Colonization and destruction
Every now and then, players may encounter a habitable planet. Although some must undergo months of terraformation, rare, completely habitable planets may be found just waiting to be colonized. Colonization is a large process that usually requires weeks of dedication and contribution. Even so, the result is a steady income of cash granted for your services in the effort.

Military/research bases and orbital installations are also placable. Secret military/research bases can be installed onto objects as large as planets, to those as small as asteroids.

Just as both factions aim to expand their reach by colonization, colonies may fall with only half of the effort put into founding one. Although attempts to destroy a colony will usually result in a massive battle, it is difficult to thwart a determined foe. It is also good to keep tabs on ravaged colonies, as it takes a mere month or two before the planet becomes a candidate for re-terraformation and colonization. The second time around, this process takes only half of the initial effort.

Battles and skirmishes
As a contributer to one's assigned faction in the MMO, a unit commander is not be obligated to perform any missions. A unit commander's overall goal is to survive and emerge victorious in as many skirmishes or battles that they become involved in. Although it is simple to just retreat from any potential enemies, it is suggested that a player stays and fights, as the victor receives a great amount of credits (UNSC and Covenant currencies).

Piracy
Piracy is a technique heavily utilized amongst opposing factions who originate from the same primary faction (UNSC or Covenant), and therefore share the same currency. Piracy is usually performed using the same technique, in which a clan of space-faring pirates open a channel and request a set amount of credits from a single, vulnerable unit or vessel. Those who refuse spark a conflict, which usually results in the victim attempting to escape from the scene in an even more vulnerable escape pod. The pirates will attempt to reestablish communications and demand an even higher tax at this point, threatening to destroy the commanders escape pod. The victim will almost always comply at this point, as if they are destroyed, the player will loose all progress and be forced to start from scratch. The victims are given a set amount of time to comply with the bargain, in order to avoid interference by random NCP units or other allied players. Occasionally, the pirates cheat, and destroy a players escape pod in the end regardless of the bargain.

Sometimes, in a desperate attempt to avoid being obliterated after being compromised from a previous engagement, a player will offer to negotiate with the enemy, in order to escape.

Missions
Missions are similar to the daily/weekly challenges of , as a variety of new challenges appear daily, each with it's own specified time limit. Missions with shorter durations are typically requests for a player to engage three player units, and demolish them, or to receive a gift or reward from another player (this would also be possible using the methods of piracy). Missions that offer over five days for completion may be as difficult as completely securing a star system, or colonizing a ready planet. Both types of missions offer reward credits/reputation, and as to be expected, the more difficult missions offer greater benefits.

Flood threat
Small, isolated Flood units, however rare, do appear in the game. Like a virus, the Flood threat grows in time, assimilating entire vessels upon contact. It is known that at the MMOs launch, two-hundred Flood infected starship were included. Even so, it was a number of weeks before any were encountered by players. Although they tend to travel in units of three or less infected ships (of either Covenant or UNSC origin), they are formidable opponents, being able to recover from nearly all forms of damage over short periods of time. Due to this advantage, the Flood must be eliminated by heavy weaponry, such as MAC cannons or Energy projectors, and quickly, in order to prevent gradual repairment.

In-game easter eggs

 * The mythical was originally spotted in a system neighboring Installation 04C, and was noted as a hidden easter egg. After gaining the public's attention the next day, however, the planet mysteriously had disappeared. Controversy over the subject arose, until CCP Games admit to the planet's existence, claiming that it would continue to jump randomly to other star systems every twenty-four hours, and that if a member of the community was able to re-discover the planet, and select it, that they would receive 177,000 cR (maximum once-per day). At least seven possible claims were made to having re-discovered the planet since.
 * CCP Games had once hinted upon seven random asteroids within the Sol System's asteroid belt containing possible Forerunner artifacts. So far, each has been isolated, tracked and monitored. The signs of Forerunner presence are the illuminated glyphs for each of the Halo Rings. Their purpose, if any, is yet unknown.