Forums / Games / Halo 5: Guardians

Firefight Warzone

OP tH3M4niAx3

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ChivasUK wrote:
tH3M4niAx3 wrote:
Firefight Warzone: Similar to Gears of War 3's Horde mode, it would consist of one team of 12 spartans. They would have to defend 3 bases against wave after wave of NPC enemies for 50 waves. Players would have access to their Requisitions Via the Req Stations in each base. The level of reqs the players have access to would increase with each successful round the team survives. Example: Round 1, level 1 reqs available, Round 2 level 2 reqs available, etc, up till round 11 when the req level resets back to level 1 and enemy difficulty increases. Round 10 will see multiple legendary quality bosses spawn and attack the bases along with their minions thus dubbing it the Boss Round. Should the players lose control over all 3 bases, their home base core becomes exposed and the NPCs will begin storming the base attempting to destroy it. At which point the players must get back to their home base to hold off the attackers and defend the core. Control of the bases is not restored to the players until they reach an 11th wave. If the players manage to survive until the 11th wave, their home base core defenses are restored. However, any damage dealt to the core remains and does not recover.

Players get one life per round. If they die, they have to wait until their team manages to win the round and they respawn. However, players are not killed instantly and are merely downed and can be revived by teammates, just like in campaign mode, and have 45 seconds to be revived or else they "bleed out" and die.

RP and XP are rewarded for both loss and victory in Warzone Firefight. Amount of RP and XP yielded is dependent upon the highest wave reached. Reach wave 10, get 1000 XP and RP, 2000 for wave 20, 3000 for wave 30, 4000 for wave 40 and 5000 for wave 50, plus bonuses added on for number of kills, medals, teammate revives, waves survived without dying and boss/legendary take downs, about 5-10 extra points for each.

If the entire team is killed or the core is destroyed the game is over. NPCs take over bases by destroying generators inside the base. With each lost base, more enemies will spawn on the map the next round at the conquered base. Generator health is not restored upon completion of a wave and only restores once an 11th round is reached and control of the bases is restored to the players.

In between each round, players will have 40 seconds of prep time to get ready and get to their positions. 4 spartans will initially spawn at each base. There will be no NPC Marine support. Defense of the bases is completely up to the players. Friendly fire will be turned off to avoid accidental... or intentional... team killing.

*Addition: Idea suggested by LordHood305 :Aside from base defense, Firefigth Warzone would have a survival mode in which the players would survive wave after wave if increasingly difficult enemies. Skulls like Tough Luck, Catch, Thunderstorm and Mythic would activate with each successful wave reached, much like classic Firefight in ODST.
so, Gears Of War? I dont come so often to this forums cuz Gears is what i am.

And i agreed with your idea, in Gears you play horde up to 5 players.....the maps arent as big as halo, due mechanics and sort off....the bleed out of time is what makes Gears unique.....12 Spartans could handle might be too much. Maybe just 5?
Not unless there is flood. <3 flood for life man! You could easily have 12 players if it was a flood firefight mode with all flood units spanning from Halo Wars to Halo 3.
ChivasUK wrote:
tH3M4niAx3 wrote:
Firefight Warzone: Similar to Gears of War 3's Horde mode, it would consist of one team of 12 spartans. They would have to defend 3 bases against wave after wave of NPC enemies for 50 waves. Players would have access to their Requisitions Via the Req Stations in each base. The level of reqs the players have access to would increase with each successful round the team survives. Example: Round 1, level 1 reqs available, Round 2 level 2 reqs available, etc, up till round 11 when the req level resets back to level 1 and enemy difficulty increases. Round 10 will see multiple legendary quality bosses spawn and attack the bases along with their minions thus dubbing it the Boss Round. Should the players lose control over all 3 bases, their home base core becomes exposed and the NPCs will begin storming the base attempting to destroy it. At which point the players must get back to their home base to hold off the attackers and defend the core. Control of the bases is not restored to the players until they reach an 11th wave. If the players manage to survive until the 11th wave, their home base core defenses are restored. However, any damage dealt to the core remains and does not recover.

Players get one life per round. If they die, they have to wait until their team manages to win the round and they respawn. However, players are not killed instantly and are merely downed and can be revived by teammates, just like in campaign mode, and have 45 seconds to be revived or else they "bleed out" and die.

RP and XP are rewarded for both loss and victory in Warzone Firefight. Amount of RP and XP yielded is dependent upon the highest wave reached. Reach wave 10, get 1000 XP and RP, 2000 for wave 20, 3000 for wave 30, 4000 for wave 40 and 5000 for wave 50, plus bonuses added on for number of kills, medals, teammate revives, waves survived without dying and boss/legendary take downs, about 5-10 extra points for each.

If the entire team is killed or the core is destroyed the game is over. NPCs take over bases by destroying generators inside the base. With each lost base, more enemies will spawn on the map the next round at the conquered base. Generator health is not restored upon completion of a wave and only restores once an 11th round is reached and control of the bases is restored to the players.

In between each round, players will have 40 seconds of prep time to get ready and get to their positions. 4 spartans will initially spawn at each base. There will be no NPC Marine support. Defense of the bases is completely up to the players. Friendly fire will be turned off to avoid accidental... or intentional... team killing.

*Addition: Idea suggested by LordHood305 :Aside from base defense, Firefigth Warzone would have a survival mode in which the players would survive wave after wave if increasingly difficult enemies. Skulls like Tough Luck, Catch, Thunderstorm and Mythic would activate with each successful wave reached, much like classic Firefight in ODST.
so, Gears Of War? I dont come so often to this forums cuz Gears is what i am.

And i agreed with your idea, in Gears you play horde up to 5 players.....the maps arent as big as halo, due mechanics and sort off....the bleed out of time is what makes Gears unique.....12 Spartans could handle might be too much. Maybe just 5?
Not unless there is flood. <3 flood for life man! You could easily have 12 players if it was a flood firefight mode with all flood units spanning from Halo Wars to Halo 3.
I guess the purpose of OP is to create a new game mode which the main goal is....to defend a neutral objective. To play with bigger teams would be so....unbalanced IMO.

what about a class-based game mode?

- spartan engineer
- spartan recon
- spartan assault
- spartan medic
- spartan support
ChivasUK wrote:
tH3M4niAx3 wrote:
Firefight Warzone: Similar to Gears of War 3's Horde mode, it would consist of one team of 12 spartans. They would have to defend 3 bases against wave after wave of NPC enemies for 50 waves. Players would have access to their Requisitions Via the Req Stations in each base. The level of reqs the players have access to would increase with each successful round the team survives. Example: Round 1, level 1 reqs available, Round 2 level 2 reqs available, etc, up till round 11 when the req level resets back to level 1 and enemy difficulty increases. Round 10 will see multiple legendary quality bosses spawn and attack the bases along with their minions thus dubbing it the Boss Round. Should the players lose control over all 3 bases, their home base core becomes exposed and the NPCs will begin storming the base attempting to destroy it. At which point the players must get back to their home base to hold off the attackers and defend the core. Control of the bases is not restored to the players until they reach an 11th wave. If the players manage to survive until the 11th wave, their home base core defenses are restored. However, any damage dealt to the core remains and does not recover.

Players get one life per round. If they die, they have to wait until their team manages to win the round and they respawn. However, players are not killed instantly and are merely downed and can be revived by teammates, just like in campaign mode, and have 45 seconds to be revived or else they "bleed out" and die.

RP and XP are rewarded for both loss and victory in Warzone Firefight. Amount of RP and XP yielded is dependent upon the highest wave reached. Reach wave 10, get 1000 XP and RP, 2000 for wave 20, 3000 for wave 30, 4000 for wave 40 and 5000 for wave 50, plus bonuses added on for number of kills, medals, teammate revives, waves survived without dying and boss/legendary take downs, about 5-10 extra points for each.

If the entire team is killed or the core is destroyed the game is over. NPCs take over bases by destroying generators inside the base. With each lost base, more enemies will spawn on the map the next round at the conquered base. Generator health is not restored upon completion of a wave and only restores once an 11th round is reached and control of the bases is restored to the players.

In between each round, players will have 40 seconds of prep time to get ready and get to their positions. 4 spartans will initially spawn at each base. There will be no NPC Marine support. Defense of the bases is completely up to the players. Friendly fire will be turned off to avoid accidental... or intentional... team killing.

*Addition: Idea suggested by LordHood305 :Aside from base defense, Firefigth Warzone would have a survival mode in which the players would survive wave after wave if increasingly difficult enemies. Skulls like Tough Luck, Catch, Thunderstorm and Mythic would activate with each successful wave reached, much like classic Firefight in ODST.
so, Gears Of War? I dont come so often to this forums cuz Gears is what i am.

And i agreed with your idea, in Gears you play horde up to 5 players.....the maps arent as big as halo, due mechanics and sort off....the bleed out of time is what makes Gears unique.....12 Spartans could handle might be too much. Maybe just 5?
The reason I say 12 is because as the levels go on the difficulty of the NPCs increases starting at normal and going all the way up to Legendary, possibly even Mythic. This means that, unless their teammates get to them in time and revive them, they will die and have to wait till the end of the wave before they can respawn. This way, 12 spartans have a better chance of covering the map and re-enforcing each other where needed. Otherwise they will find themselves getting overwhelmed too soon and people will get frustrated and quit.
ChivasUK wrote:
ChivasUK wrote:
tH3M4niAx3 wrote:
Firefight Warzone: Similar to Gears of War 3's Horde mode, it would consist of one team of 12 spartans. They would have to defend 3 bases against wave after wave of NPC enemies for 50 waves. Players would have access to their Requisitions Via the Req Stations in each base. The level of reqs the players have access to would increase with each successful round the team survives. Example: Round 1, level 1 reqs available, Round 2 level 2 reqs available, etc, up till round 11 when the req level resets back to level 1 and enemy difficulty increases. Round 10 will see multiple legendary quality bosses spawn and attack the bases along with their minions thus dubbing it the Boss Round. Should the players lose control over all 3 bases, their home base core becomes exposed and the NPCs will begin storming the base attempting to destroy it. At which point the players must get back to their home base to hold off the attackers and defend the core. Control of the bases is not restored to the players until they reach an 11th wave. If the players manage to survive until the 11th wave, their home base core defenses are restored. However, any damage dealt to the core remains and does not recover.

Players get one life per round. If they die, they have to wait until their team manages to win the round and they respawn. However, players are not killed instantly and are merely downed and can be revived by teammates, just like in campaign mode, and have 45 seconds to be revived or else they "bleed out" and die.

RP and XP are rewarded for both loss and victory in Warzone Firefight. Amount of RP and XP yielded is dependent upon the highest wave reached. Reach wave 10, get 1000 XP and RP, 2000 for wave 20, 3000 for wave 30, 4000 for wave 40 and 5000 for wave 50, plus bonuses added on for number of kills, medals, teammate revives, waves survived without dying and boss/legendary take downs, about 5-10 extra points for each.

If the entire team is killed or the core is destroyed the game is over. NPCs take over bases by destroying generators inside the base. With each lost base, more enemies will spawn on the map the next round at the conquered base. Generator health is not restored upon completion of a wave and only restores once an 11th round is reached and control of the bases is restored to the players.

In between each round, players will have 40 seconds of prep time to get ready and get to their positions. 4 spartans will initially spawn at each base. There will be no NPC Marine support. Defense of the bases is completely up to the players. Friendly fire will be turned off to avoid accidental... or intentional... team killing.

*Addition: Idea suggested by LordHood305 :Aside from base defense, Firefigth Warzone would have a survival mode in which the players would survive wave after wave if increasingly difficult enemies. Skulls like Tough Luck, Catch, Thunderstorm and Mythic would activate with each successful wave reached, much like classic Firefight in ODST.
so, Gears Of War? I dont come so often to this forums cuz Gears is what i am.

And i agreed with your idea, in Gears you play horde up to 5 players.....the maps arent as big as halo, due mechanics and sort off....the bleed out of time is what makes Gears unique.....12 Spartans could handle might be too much. Maybe just 5?
Not unless there is flood. <3 flood for life man! You could easily have 12 players if it was a flood firefight mode with all flood units spanning from Halo Wars to Halo 3.
I guess the purpose of OP is to create a new game mode which the main goal is....to defend a neutral objective. To play with bigger teams would be so....unbalanced IMO.

what about a class-based game mode?

- spartan engineer
- spartan recon
- spartan assault
- spartan medic
- spartan support
I'm not too crazy about class based game play.
ShnuckTuck wrote:
Not a fan of the 1 life per round or even a set number of lives per match; maybe only if it was like a skull (something u can pick to add to make harder). It's a legit concept used by many games but it reminds me of what I hated about the MCC halo 2 legendary campaign. If my team is alive and can get to safety I should respawn, its just how halo works. The revive idea I like, I mean they added the damn feature in single-coop campaign so why not use it more. Again most of the stuff could be used like skulls so they can have these features but not always be required.

To expand on one persons idea: they could make "Arena Firefight" and "Warzone Firefight"
Arena style would be smaller maps (if not just the MP maps) and just enemy spawns, similar to survivor in CODAW. Random weapon spawns on map and whatever enemies drop, otherwise you just start with normal starting weapons. Maybe have skulls, but otherwise just bare-bones, more for practice on maps than anything else. Max of 4 players.

Warzone style would be larger maps with objectives and more features the players can control before starting. The Req system would still be a part but rather than using req cards its just as if you already had every card/unlimited numbers, just need a vehicle limit so if it was like 12 people you didn't have everyone decide that there should be 12 banshees flying around. Maybe this one could have like 8 players, but if you have a fireteam of less you can choose to do it privately handicapped. Also there would be RvB easter eggs on each map because that was the best part of Spartan Ops....THE ARMOR IT DOES NOTHING!
Well, a Legendary Hunter can easily bring down any vehicle. Even more so if they are Mythic.

Ummm, it's not one life per match, it's one life per wave. Say if you die in wave 1, you have to wait for your teammates to clear the wave. When they do, wave 2 will start and you will respawn.
ChivasUK wrote:
tH3M4niAx3 wrote:
Firefight Warzone: Similar to Gears of War 3's Horde mode, it would consist of one team of 12 spartans. They would have to defend 3 bases against wave after wave of NPC enemies for 50 waves. Players would have access to their Requisitions Via the Req Stations in each base. The level of reqs the players have access to would increase with each successful round the team survives. Example: Round 1, level 1 reqs available, Round 2 level 2 reqs available, etc, up till round 11 when the req level resets back to level 1 and enemy difficulty increases. Round 10 will see multiple legendary quality bosses spawn and attack the bases along with their minions thus dubbing it the Boss Round. Should the players lose control over all 3 bases, their home base core becomes exposed and the NPCs will begin storming the base attempting to destroy it. At which point the players must get back to their home base to hold off the attackers and defend the core. Control of the bases is not restored to the players until they reach an 11th wave. If the players manage to survive until the 11th wave, their home base core defenses are restored. However, any damage dealt to the core remains and does not recover.

Players get one life per round. If they die, they have to wait until their team manages to win the round and they respawn. However, players are not killed instantly and are merely downed and can be revived by teammates, just like in campaign mode, and have 45 seconds to be revived or else they "bleed out" and die.

RP and XP are rewarded for both loss and victory in Warzone Firefight. Amount of RP and XP yielded is dependent upon the highest wave reached. Reach wave 10, get 1000 XP and RP, 2000 for wave 20, 3000 for wave 30, 4000 for wave 40 and 5000 for wave 50, plus bonuses added on for number of kills, medals, teammate revives, waves survived without dying and boss/legendary take downs, about 5-10 extra points for each.

If the entire team is killed or the core is destroyed the game is over. NPCs take over bases by destroying generators inside the base. With each lost base, more enemies will spawn on the map the next round at the conquered base. Generator health is not restored upon completion of a wave and only restores once an 11th round is reached and control of the bases is restored to the players.

In between each round, players will have 40 seconds of prep time to get ready and get to their positions. 4 spartans will initially spawn at each base. There will be no NPC Marine support. Defense of the bases is completely up to the players. Friendly fire will be turned off to avoid accidental... or intentional... team killing.

*Addition: Idea suggested by LordHood305 :Aside from base defense, Firefigth Warzone would have a survival mode in which the players would survive wave after wave if increasingly difficult enemies. Skulls like Tough Luck, Catch, Thunderstorm and Mythic would activate with each successful wave reached, much like classic Firefight in ODST.
so, Gears Of War? I dont come so often to this forums cuz Gears is what i am.

And i agreed with your idea, in Gears you play horde up to 5 players.....the maps arent as big as halo, due mechanics and sort off....the bleed out of time is what makes Gears unique.....12 Spartans could handle might be too much. Maybe just 5?
Not unless there is flood. <3 flood for life man! You could easily have 12 players if it was a flood firefight mode with all flood units spanning from Halo Wars to Halo 3.
I would like to see the flood make a return as well.
Don Munio wrote:
Brilliant idea! Only if 343 would work on something like this! I miss the old days were you could jump onto firefight with a few mates and mess about
We all miss it, my friend, we all miss it.
So basicly the pre-existing PvE Warzone thread?
UNSCDF Guy wrote:
So basicly the pre-existing PvE Warzone thread?
It is so surprising there are so many of them? People want this. 343 can do it. The answer is quite simple: Give the people what they want.
*Bump* Halo 5 needs a PvE mode for Warzone.
BRILLIANT IDEA OP!
This has to happen, even if we have to wait till Halo 6.
My only suggestion is 18 players, 6 for each base.
Why?
As you mentioned, round 10 is legendary boss mode.
12 people would die extremely fast, and you mentioned power generators for the bases.
These guys could just go friggin punch it *COUGH WARDEN ETERNAL COUGH*
And make each wave one legendary boss. Last wave is always Warden. 10th Wave is one of the Banshee or Phaeton bosses.

Also, instead of one warzone map randomly, make it all one big map. Basically, you start in ARC, and the Escape from ARC begins. Surviving wave after wave, until Warden comes. When Warden is half health, the team must get into one of six warthog. One man guns, one man drives, and one turrets. 18 / 3 = 6, so 6 warthogs. Now, you guys are on your way into the tropical Apex 7. On your way, small fleets of covenant attack you, that do not count as waves. After the Raid on Apex 7, you March into Stormbreak. (With Warthogs of course) Once that's done, it's to Noctus. This time, you go with banshees and phaetons, as taking a warthog would take FOREVER. The final waves attack, 10 for each legendary boss, and then Warden comes to face you. You escaped him from ARC, you beat him in Apex 7, you took out 2 wardens on Stormbreak, and now it's time to fight 18. Each spartan gets teleported into an individual room, with tons of cover, and warden spawns in. He does call reinforcements, but only soldiers and knights. No watchers or crawlers. If each member of the team can defeat their Warden in the Battle of Noctus, they win. All in all, finishing the game would take 2 hrs. And you will start with lvl 1 reqs, and continue till lvl 9 but after the first legendary boss the reset drops down to lvl 2. Then the next reset lvl 3, then lvl 4, etc.
When you hit 10 resets, then you drop down to 1.

Here's the catch. There are checkpoints at the end of each round. At each checkpoint, the game will ask you if you want to continue, or leave. If you leave, the game will pause you, and when you continue, you get teamed up with other people that paused at that round. That way, it can be done in the timespan of as long as you want.
Once you finish the game, it restarts and you begin a new game.
Also, the power generators hold up a shield. If the shield goes down, and the spartans are eliminated from that base, the AI captures it.
Also warden can completely blow up a base.
Good idea, or too excessive? I think it would work. If it's not possible on current gen Xbox One, maybe a future one with halo 6.
If it is, 343, JUST DO IT!
"Here's the catch. There are checkpoints at the end of each round. At each checkpoint, the game will ask you if you want to continue, or leave. If you leave, the game will pause you, and when you continue, you get teamed up with other people that paused at that round. That way, it can be done in the timespan of as long as you want.
Once you finish the game, it restarts"

Excellent!
Man i hope this happens. And just slightly off topic hopefully we can get some special weapon only req packs in the future. I just feel like the randomness of req packs is a waste of points/money. I think it would be worth it if you can just get the weapons/vehicles/powerups/etc that you want.
HEY 343i COME OVER HERE AND CHECK THIS OUT!
BRILLIANT IDEA OP!
This has to happen, even if we have to wait till Halo 6.
My only suggestion is 18 players, 6 for each base.
Why?
As you mentioned, round 10 is legendary boss mode.
12 people would die extremely fast, and you mentioned power generators for the bases.
These guys could just go friggin punch it *COUGH WARDEN ETERNAL COUGH*
And make each wave one legendary boss. Last wave is always Warden. 10th Wave is one of the Banshee or Phaeton bosses.

Also, instead of one warzone map randomly, make it all one big map. Basically, you start in ARC, and the Escape from ARC begins. Surviving wave after wave, until Warden comes. When Warden is half health, the team must get into one of six warthog. One man guns, one man drives, and one turrets. 18 / 3 = 6, so 6 warthogs. Now, you guys are on your way into the tropical Apex 7. On your way, small fleets of covenant attack you, that do not count as waves. After the Raid on Apex 7, you March into Stormbreak. (With Warthogs of course) Once that's done, it's to Noctus. This time, you go with banshees and phaetons, as taking a warthog would take FOREVER. The final waves attack, 10 for each legendary boss, and then Warden comes to face you. You escaped him from ARC, you beat him in Apex 7, you took out 2 wardens on Stormbreak, and now it's time to fight 18. Each spartan gets teleported into an individual room, with tons of cover, and warden spawns in. He does call reinforcements, but only soldiers and knights. No watchers or crawlers. If each member of the team can defeat their Warden in the Battle of Noctus, they win. All in all, finishing the game would take 2 hrs. And you will start with lvl 1 reqs, and continue till lvl 9 but after the first legendary boss the reset drops down to lvl 2. Then the next reset lvl 3, then lvl 4, etc.
When you hit 10 resets, then you drop down to 1.

Here's the catch. There are checkpoints at the end of each round. At each checkpoint, the game will ask you if you want to continue, or leave. If you leave, the game will pause you, and when you continue, you get teamed up with other people that paused at that round. That way, it can be done in the timespan of as long as you want.
Once you finish the game, it restarts and you begin a new game.

Good idea, or too excessive? I think it would work. If it's not possible on current gen Xbox One, maybe a future one with halo 6.
If it is, 343, JUST DO IT!
A tad execcissive but that idea of the map seamlessly changing is very enticing
Halo 3 era Scarab/ Kraken boss battle.

That is my only suggestion for improvement.
Halo 3 era Scarab/ Kraken boss battle.

That is my only suggestion for improvement.
Oooo kraken battle. I remember seeing that game mode during a warzone livestream test before the first content update came out. That game mode may actually happen. And hopefully.
i guess
BRILLIANT IDEA OP!
This has to happen, even if we have to wait till Halo 6.
My only suggestion is 18 players, 6 for each base.
Why?
As you mentioned, round 10 is legendary boss mode.
12 people would die extremely fast, and you mentioned power generators for the bases.
These guys could just go friggin punch it *COUGH WARDEN ETERNAL COUGH*
And make each wave one legendary boss. Last wave is always Warden. 10th Wave is one of the Banshee or Phaeton bosses.

Also, instead of one warzone map randomly, make it all one big map. Basically, you start in ARC, and the Escape from ARC begins. Surviving wave after wave, until Warden comes. When Warden is half health, the team must get into one of six warthog. One man guns, one man drives, and one turrets. 18 / 3 = 6, so 6 warthogs. Now, you guys are on your way into the tropical Apex 7. On your way, small fleets of covenant attack you, that do not count as waves. After the Raid on Apex 7, you March into Stormbreak. (With Warthogs of course) Once that's done, it's to Noctus. This time, you go with banshees and phaetons, as taking a warthog would take FOREVER. The final waves attack, 10 for each legendary boss, and then Warden comes to face you. You escaped him from ARC, you beat him in Apex 7, you took out 2 wardens on Stormbreak, and now it's time to fight 18. Each spartan gets teleported into an individual room, with tons of cover, and warden spawns in. He does call reinforcements, but only soldiers and knights. No watchers or crawlers. If each member of the team can defeat their Warden in the Battle of Noctus, they win. All in all, finishing the game would take 2 hrs. And you will start with lvl 1 reqs, and continue till lvl 9 but after the first legendary boss the reset drops down to lvl 2. Then the next reset lvl 3, then lvl 4, etc.
When you hit 10 resets, then you drop down to 1.

Here's the catch. There are checkpoints at the end of each round. At each checkpoint, the game will ask you if you want to continue, or leave. If you leave, the game will pause you, and when you continue, you get teamed up with other people that paused at that round. That way, it can be done in the timespan of as long as you want.
Once you finish the game, it restarts and you begin a new game.

Good idea, or too excessive? I think it would work. If it's not possible on current gen Xbox One, maybe a future one with halo 6.
If it is, 343, JUST DO IT!
A tad execcissive but that idea of the map seamlessly changing is very enticing
OK then LOL, 3-5 wardens. How bout that?
Also, the power generators hold up a shield. If the shield goes down, and the spartans are eliminated from that base, the AI captures it.
Also warden can completely blow up a base.
BRILLIANT IDEA OP!
This has to happen, even if we have to wait till Halo 6.
My only suggestion is 18 players, 6 for each base.
Why?
As you mentioned, round 10 is legendary boss mode.
12 people would die extremely fast, and you mentioned power generators for the bases.
These guys could just go friggin punch it *COUGH WARDEN ETERNAL COUGH*
And make each wave one legendary boss. Last wave is always Warden. 10th Wave is one of the Banshee or Phaeton bosses.

Also, instead of one warzone map randomly, make it all one big map. Basically, you start in ARC, and the Escape from ARC begins. Surviving wave after wave, until Warden comes. When Warden is half health, the team must get into one of six warthog. One man guns, one man drives, and one turrets. 18 / 3 = 6, so 6 warthogs. Now, you guys are on your way into the tropical Apex 7. On your way, small fleets of covenant attack you, that do not count as waves. After the Raid on Apex 7, you March into Stormbreak. (With Warthogs of course) Once that's done, it's to Noctus. This time, you go with banshees and phaetons, as taking a warthog would take FOREVER. The final waves attack, 10 for each legendary boss, and then Warden comes to face you. You escaped him from ARC, you beat him in Apex 7, you took out 2 wardens on Stormbreak, and now it's time to fight 18. Each spartan gets teleported into an individual room, with tons of cover, and warden spawns in. He does call reinforcements, but only soldiers and knights. No watchers or crawlers. If each member of the team can defeat their Warden in the Battle of Noctus, they win. All in all, finishing the game would take 2 hrs. And you will start with lvl 1 reqs, and continue till lvl 9 but after the first legendary boss the reset drops down to lvl 2. Then the next reset lvl 3, then lvl 4, etc.
When you hit 10 resets, then you drop down to 1.

Here's the catch. There are checkpoints at the end of each round. At each checkpoint, the game will ask you if you want to continue, or leave. If you leave, the game will pause you, and when you continue, you get teamed up with other people that paused at that round. That way, it can be done in the timespan of as long as you want.
Once you finish the game, it restarts and you begin a new game.

Good idea, or too excessive? I think it would work. If it's not possible on current gen Xbox One, maybe a future one with halo 6.
If it is, 343, JUST DO IT!
They really don't need to wait till Halo 6 to do any of this. They can do it now with Halo 5. They have access to all of this next gen tech plus the cloud they should be able to implement something like a Firefight Warzone.
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