Modification de Utilisateur:Lematth88/Notes

Le WikiHalo rappelle à ses contributeurs que toute information ajoutée doit être officielle et vérifiable. Les contributions sans sources et les théories sur Halo Infinite seront rejetées.

Attention : vous n’êtes pas connecté(e). Votre adresse IP sera visible de tout le monde si vous faites des modifications. Si vous vous connectez ou créez un compte, vos modifications seront attribuées à votre propre nom d’utilisateur(rice) et vous aurez d’autres avantages.

La modification peut être annulée. Veuillez vérifier les différences ci-dessous pour voir si c’est bien ce que vous voulez faire, puis publier ces changements pour finaliser l’annulation de cette modification.

Version actuelle Votre texte
Ligne 92 : Ligne 92 :
[[Fichier:WARF-Pillar of Autumn avec tourelles.jpg|center|1000px]]
[[Fichier:WARF-Pillar of Autumn avec tourelles.jpg|center|1000px]]


==Saison 2 série Paramount Halo==
==Dev Infinite==
===Episode 1===
[https://www.halowaypoint.com/en-us/news/inside-infinite-january-2021]
John est en réanimation et en chirurgie. Il se fait sauver.  
*Quinn DelHoyo (2013-), Lead Weapon Designer puis Lead Sandbox Designer
*Tim Temmerman (avt 2014-) Senior Designer
*David Price (2018-) weapons designer. puis Lead Weapon Designer
*Brian Berryhill (2017-) [Senior Systems Designer] Lead Vehicle Designer / Senior Sandbox designer
*Elan Gleiber (2019-) Sandbox Designer (+ equipment octobre 2021)
*Kevin Stocker (2018-) Senior Sandbox Designer
*Justin Dinges (2010 environ-) Multiplayer Map Lead pour Halo 4 puis Campaign Lead Environment Artist pour Halo 5 puis Campaign Art Lead pour Infinite<ref name=InfFeb>[https://www.halowaypoint.com/en-us/news/inside-infinite-february-2021 Inside Infinite - February 2021]</ref>
*Troy Mashburn (2017-) Sandbox Lead puis Gameplay Director (2019)<ref name=InfFeb/>
*John Mulkey (2018-) Lead World Designer<ref name=InfFeb/>
*Alex Le Boulicaut (fev 2020-) Graphics, Animation, Composer Producer (a travaillé chez Ubi entre 2018 et 2020, dans le role de producteur, entre 2014 et 2018, annaliste financier)
*Sam Hanshaw, Live Producer
*Eric Richter, UI Designer
*Michael Schorr, Forge Lead Designer
*Pixelflare (2021-) Digital Artist Marketing Designer
*Corrinne Robinson (2009-) Product Development Manager (2009-2010), Producer (2010-2014), Franchise Producer (2014-2016), Senior Franchise Producer (2016-)
*Sotaro Tojima (2009-) Audio Director pour Halo 4 et Halo 5, puis Infinite
*Chase Thompson (2012-) Audio sur les dialogue de Halo 4, Lead Audio Technical Designer (Infinite)
*Kyle Fraser (environ 2011-)  Lead Sound Designer pour Infinite
*Joel Yarger (2019-)  Music Supervisor pour Halo Infinite
*Tobias Osterhaug (2020-) Playtest Coordinator (2020- novembre 2020) Playtest Lead (novembre 2020)
*Alex Bean (2016-) Jr. Multiplayer Designer [contractuel par Insght Global] (2016-2017), [Redesigned and released five launch maps for Halo 5’s sustain effort using Forge tools. Collaborated with fellow designers in establishing design principles for future Halo maps. Designed and oversaw the development of several multiplayer maps from concept to art handoff], Multiplayer Designer (2017-) : a eut l'idée de l'IA personnelle.
*David Ellis (2010-) Content Producer (2010-2012) <ref>[ Worked with the Franchise communications team where I wrote, directed and produced content for 343 Industries. Served as founding member of the 343 multiplayer sustain team. Assisted with community relations and helped to shape messaging for the studio. Wrote, directed and edited video marketing pieces for Halo: Reach and Halo: Combat Evolved Anniversary. Created and hosted the 343 Sparkast, the official podcast of 343 Industries. Provided design feedback on dlc for Halo: Reach and on Halo: Anniversary. Served as a spokesperson for 343 Industries, including demoing on preview tours and industry events such as PAX, PAX East, E3 and Paris Games Week. Produced and edited video content for Halo Waypoint.]</ref> Senior Multiplayer Designer<ref>Halo 5 Sustain: Design Lead on Warzone Firefight, an 8-player co-operative multiplayer mode :
*Wrote design documents establishing match flow and objective types
*Established best practices for adding new content to shipping multiplayer maps
*Lead design team effort in implementing game mode on all existing Warzone maps
*Provided design and balance feedback to map owners for Warzone Firefight
*Worked with internal BI team to balance Warzone Firefight post-launch
*Designed mode achievements and worked with Online Experience team to design player rewards for player participation


Mission d'évacuation "opération sheperd" avec la silver team et des [Marines], Sanctuary dans le système Branta. Population locale a aussi été déportée depuis une autre planète il y a 42 ans donc refuse d'évacuer à nouveau.
-Halo 5:
Destroyer covenant arrive autour de la planète. John part rechercher une section de transmission et la retrouve mais est attaqué dans le brouillard. Rencontre la caporal Perez qui est la seule survivante de l'attaque. Vitrification du village [John survit sans aucun sens alors qu'il est à coté]. La Shaman du village lui annonce sa mort s'il ne trouve pas sa foi.
Campaign Designer:
*Created level flow and worked with narrative to establish story beats for mission “Glassed”
*Worked with art to establish level layout and geometry
*Designed all mission objectives, achievements and combat encounters
*Worked with sandbox team to establish best design practices for in-game “tracking” system
*Used intro combat encounter to establish best design practices for multiple player objectives opportunities


Retour à Reach. Madrigal tombé + 1 autre.
Multiplayer Designer:
Présentation d'Ackerson, nouveau chef du projet Spartan.
*Took over design duties for 2 of the 4 shipping maps for Warzone (Raid on Apex 7 and Battle of Noctus)
*Designed and implemented all shipping boss objectives and enemy encounters for these maps


dans les Décombres : il se passe un truc bizarre avec Soren qui surveille. Un gamin dit ou il sait ou est Halsey.
-Halo 4:
Multiplayer Designer:
*Created mission flows and worked with narrative team to establish story beats both in-game and for our pre-rendered cinematics
*Designed all in-game events and encounters for my missions
*Provided design feedback to other designers to ensure consistency across in-game missions
* Worked with sandbox team to ensure player abilities, vehicles and weapons worked with intended mission flows
* Example missions: “Shootout in Valhalla” and “One Last Time”</ref> (2012-), Senior Multiplayer academy designer
*Andrew Witts (fevrier 2019-) Lead Multiplayer (Systems) Designer (fev 2019)
*Omer Younas (septembre 2020-) Senior Visual Designer


Retour Reach : Ackerson rencontre John directement dans son bureau. Perez pas loin. John pense que les covenants s'entrainent sur le relais de Sanctuary. Cortana n'est plus présente dans le corps de John.
*Tim Diaz (février 2011-), Technical Environment Artist<ref group=Note>Created the size of play spaces, as well as set up streaming in parts of the level, controlling pre-loads and drop outs, controlling fields of view for rendering, and keeping track of memory budgets and data. Worked with lead artists and designers to ensure that their vision was achieved.
3D modeled using Maya, Max, Zbrush, and 3D Coat to create set pieces, as well as optimize others’ art.
Textured props in Photoshop, as well as fixed and optimized textures.
Created custom materials that were aesthetically pleasing, as well as functioned in an optimal way in-game.
Created FX and post-process passes, which enhanced lighting, bloom, and camera exposures.
Animated hard surface and organic props by hand, as well as utilized dynamic and physics packages.
Used Havok, as well as Havok debugging software, for in-game assets.
Helped and led others with pipeline and in-house techniques.
Created new ways to help keep game optimized and at maximum performance.</ref>(2011-2013) Senior Environment Artist pour Halo 5<ref group=Note>3D modeling and texturing using 3DS Max, Maya, Substance Designer and Photoshop
Main environment artist on Breakout maps and also helped create the look of the Breakout pallet.
Helped lead a group of artists, as well as managed art direction with outsourcing companies on the Breakout maps.
Map lead on multiple unannounced multiplayer maps directing other artists with style, environment art, as well as managing schedules and deadlines.
Worked closely with design, FX, audio, and skybox teams to turn block-out geometry and ideas into full, finished products.
Technical art, such as LODs, collision, performance and memory optimization.</ref> pour Infinite
*John Wilson (juin 2019-octobre 2020), Environment


Décombres : Soren en veux à Halsey. Laera pense qu'ils sont en danger, et veux partir mais SOren lui rappelle qu'il n'y a nul part ou aller.  
*Bereket Kifle (mai /juin 2020-) Software Engineer Lead (Development Team on Team ONI / 343’s IT department) <ref>https://www.343industries.com/news/articles/employee-spotlight-bereket-kifle</ref>
Perez récupère la croix des colonies (plus haute distinction).
*Jeff Guy (2019-) : Producer pour Halo Infinite PC
*Mike Romero : Development Lead pour Halo Infinite PC
*Michael VanKuipers : Security Engineer
*Sam Hanshaw, Live Producer
*Tahir Hasandjekic, Esports Lead
*Patrick Wren (-) Multiplayer Designer(-2021), Senior Multiplayer Designer (2021)
*Chris Howard, Pipeline Engineer
*Kevin “KP” Paul, Senior Program Manager
*Irene Zhu ( ) : UX designer.
*Nick LaCroix(-): programmeur dans la Narrative Team
*Ryan Paradis (-) : Live Team Design Director
*Christopher Blohm (-) : Lead Progression Designer / Lead Player Investment design
* Kevin “KP” Pau (-) : Senior Program Manager
*Tiana “Titan” Los (2011-2016, 2019-) : Halo Waypoint Team, Senior User Experience Lead (2011-2014), Lead User Experience Designer (2014-2016), Microsoft (2016-2019), Designer II (2019-2020) Senior Experience Designer
*Jason Unck : UX Designer
*Chad Mirshak : UI Lead, Halo Infinite
*Eric Dies : Realization Lead
*CJ Ramos : UI/Visual Designer
*Eddie Arriesgado : UI/Visual Designer
*David Ruttka (2014-) : Senior Software Engineer
*Brandon Blanchard : Software Engineer


Il y a enfin d'autres Spartans ! Equipe Cobalt.  Vaz-015, Yaz-12 et Karim-002.  N'ont pas enlever leur implants mais sont chiant quand même et un peu trop émotif.
*Tom French : Multiplayer Associate creative director
*David Garza : Lead Multiplayer engineer
*Gayle George : Lead Multiplayer level designer
*Fernando Reyes Median : Multiplayer designer
*Sara Stern : Multiplayer academy designer (sur le tutoriel) / Multiplayer Bots Designer


Ackerson fait de la propagande. Joue sur l'état de John pour le manipuler.
*Zara Varin (2016-2021) : Consumer Products Asset Coordinator/Artist / Character Artist


Soren est à la recherche d'halsey avec Félix, le gamin.  
*[[Kyle Hefley]] (201?-20??) : Lead Character Artist. A travaillé sur les armures pour Infinite donc e "Samourai".<ref>https://twitter.com/kylehefley/status/1404171002704281611</ref> https://www.artstation.com/sortadone
*Brian Dunn : Multiplayer Test Lead
*Brian Hughes : Live Test Lead
*Nate Jones : Engineering Lead, Services Lifecycle Team
*Justin Robey "Robeytech" (janv. 2019 - septembre 2021): Software Test Engineer (2001-2008) chez Microsoft depuis 2000/1, Xbox (Fable, Age of Empire), Senior Producer à Redmond (juil. 2008 - janv. 2019) Director of Players Voice pour Infinte
*Cayle George : Lead Multiplayer Level Designer
*Brie Chin-Deyerle : Senior Lead Gameplay Engineer
*Ilana Franklin : Gameplay Engineer
*Hollis Lehv : Gameplay Engineer


Sur Reach : John rencontre le P qui a du quitter l'ONI. Lui demande de lui faire suivre les infos sur les Covenants et leurs changements de tactiques.
*Fernando Reyes Medina : Senior Multiplayer Designer
*Keegan Jones : Graphics Engineer
*Austin “Mikwen” McCleary  : Competitive Insights Team
*Greg “Gregor” Haas : Competitive Insights Team
*Noah Benesch : Product Marketing Manager


Félix avait vu Halsey dans un caisson cryo, Soren l'amène sur un vaisseau humain détruit dans l'espace. Mais c'était un piège et il est arréter par Félix et son équipage s'enfuit.
* Steve Dyck : Character & Combat Director
*Bryan Repka : Character Art
*JuanCarlos Larrea : Animation Lead dans l'équipe Character
*Nick Avallone :  Senior Animator dans l'équipe Character


John va dans une visualisation de s*xe avec IA pour parler mais ne fonctionne pas.
* Vincent Hui : UX Design Lead
* Chad Mirshak : UI Art Lead
*Paige Johnson : Lead Production for UX/UI and Accessibility
*Eric Dies : Realization Lead
*Omer Younas : Senior Visual Designer
*Roxy Garza : Senior Creative Technologist
* Casey Donelson :  Senior Technical UX Designer
* Ian Saterdalen (janvier 2021-) : Producer
* Josh Lindquist : Principal Software Engineering Lead
*Tahir Hasandjekic : Esports Lead
* Josh Hnosko :  Live Broadcast Producer


Le Monstre c'est Kwan Ha qui est toujours sur les décombres.  
*Adrien Cho : Outsource and Vendor Manager. (chercheur de tête pour les artworks)<ref>https://www.343industries.com/news/articles/AdrienCho</ref>
 
 
*Haruspis (décembre 2021-): Halo Community Writer
 
*Aaron Linde (-janvier 2022) :LEAD NARRATIVE DESIGNER and writer
 
==Community update==
https://www.youtube.com/watch?v=G6a4f5PntWg
 
Défis : 1lvl/h. Modif dans les défis, + simple pour les faciles et simplification des héroiques et légendaires. Pour les devs ils ont les stats des arrêts de progression dans les défis + les swaps sur les défis pour connaitre ceux qui posent problèmes.
Modif ultimate pour être moins forts aussi.
 
Evenement modifications aussi : -même en interne ça a dit que clairement c'était pas OK.
-l'équipe marketing a mis trop l'accent sur les assets qui ne sont pas dans le pass. Surtout bien mettre en avant ce qui est gratuit que ce qui est payant.
-Modif du pass parce que on ne gagne pas assez de choses intéressantes. SURTOUT SEXCUSE PARCE QUE IL NY AURAIT PAS DU AVOIR AUTANT DOBJET DANS LA BOUTIQUE.Moins de swap et d'Xp et plus de vrais éléments. Certains objets du store vont arriver dans le pass.
 
Plusieurs type d'évènement : Tenrai = unique car revient dans la saison
"Celebration" -> HCS showcase = évènement aussi qui donne des défis avec le double d'EXP.
Les autres -> Winter contingency : Evenement avec des défis journalier pendant 10 jours (= nouvel an ?)
 
:Les défis d'évènements seront plus nombreux et viendront plus facilement aussi.
 
Changement dans la boutique : oui certains joueur vont avoir du mal à avoir du changement avec le modèle de free-to-play mais il y a des modifications pour ne pas tomber dans les travers des concurrents.
 
 
Kiki Wolfkill
character drama with action in our halo universe.
Eridanus II présent (différent des livres pour des raisons qui seront indiqués dans la série)
Quan Ah -> voit dans le trailer
Mckee ?
Objectif de faire du Halo avec un grand angle et échelle en respectant l'idée de Halo MAIS autre média, autre histoire aussi,
[j'aime pas trop le : on a une manière d'aimer les jeux, les livres et la série, semble mettre aussi les livres comme la série autre part ?]
"Toujours ancrée dans le canon mais avec un contexte et une perspective qui est différente des autres histoires que l'on a pu expérimenter ou lu dans les [livres]." Il s'agit du "Halo silver timeline". Permettre une évolution conjointe mais différenciée, avec une liberté créative. Modification dans la chronologie notamment
Silver = nom de code de la série
Aussi l'équipe Silver qui est l'équipe de Spartan dans la série.
"Chief story" quand même. ET TOUTJOURS LES IDEES DE HALO : "hope, heroism, humanity, wonder"
Détails début janvier. (date?) notamment le concept du non-canon et de ce qui va arriver. -> probable "canon fodder dessus"
 
->Protocole rubicon repoussé pour avoir un pro jet géant -> Encyclopédie ?  pas très claire si c'est la même chose dont il parle ou d'autre chose.
 
==2==
https://www.youtube.com/watch?v=X2Fspe0vV-0
 
Q : intervention de Microsoft : (https://youtu.be/X2Fspe0vV-0?t=738). Tentatives de la part de Microsoft d'influencer mais Bungie est tj resté maitre de ses choix. [sauf pour le transmedia je pense]. Impose les deadline (rarement donc). Demande de faire un jeu en 18 mois plutot que 3 ans, durée globale de chaque jeu. Selon lui, ils n'ont jamais bien compris le processus créatif.
Q: https://youtu.be/X2Fspe0vV-0?t=1067 : Meilleur car Microsoft met la pression mais ne force pas.
(https://youtu.be/X2Fspe0vV-0?t=1555) : O'Donnell écoutait les acteurs pour la localisation pour donner un avis et choisir entre les acteurs.
https://youtu.be/X2Fspe0vV-0?t=1977 : le film. Il n'a pas été directement "involved" dans le film. Peter Jackson a visité le studio cependant. Discussion sur le script de chez Bungie en N-Z. Possibilité de ''director'' pour Halo était Del Toro. Entreprise de Jackson allait faire un jeu (Chronicles) tombé à l'eau et donc le film aussi. Landfall fait avec les premières productions du film. Certaines idées pour le jeu ont été reprise dans District 9 (transformation du perso)
https://youtu.be/X2Fspe0vV-0?t=3135 : Normalement a des royalties mais personne ne suis vraiment les comptes surtout avec les changements de studio et de personne.
 
==Site Halsey==
===épisode 1===
NOTEBUILDER; V5
 
At Admiral Parangosky's request, I have halted all active development on the Cortana project and will no longer be pursuing it further. Thank you for your patience in this matter.
-Dr. Catherine Halsey
 
John : 5 joint service achievement
1 colonial cross
10 Unicom Citation : Interdiction d'acces à une cyberinfrastructure dans l'opération .... ..ct, Succes, récupération d'assets, charges démoition qui on détruit le serveur. Site : Mirdem ?  Beta-5 Team Houston
4 Naval Action ribbon :  [[Opération Fallen Walls]], réussite. Red Team, UNSC Resolute. .... d'une bombe HAVOK
5 silver star :  [[Opération Fallen Walls]], réussite. Red Team, UNSC Resolute. .... d'une bombe HAVOK
4 achievement medal
4 Gallant croses ?
4 liberation medal : interception d'un expédition covenante [[Opération : HORIZON]] : success (comme normalement). site  : Algo ? Présence : Blue Team, Green Team Battle Group J.E.t (point= lettre manquante)
Purple Heart : Opération Talon, ONI DEIT Team.
 
====ONI Database====
=====Earth =====
Class : Capital System
Status : Defense Zone Alpha [UNSC Priority]
Diameter : 12,756 km
Gravity : 1,0 G
Population : 7,190,23,109 [UEG estimate 2.23.2550]
Climate : Temperate [managed]
Ecology : Complex biosphere [remediation ongoing]
Earth lies at the center of a large and well-established network of habittats and industrial sites spread throughout the Sol system. Cheap spacelift and fast fusion drives make intrasystem transport a routine matter, trying the livres of billions together in a web of information sharing and ressource trade that stretches from Mercury to the Oort cloud. Security masures are mediated, to avoid productivity and morale impact. Work continues on an expansive upgrade of Earth's orbital defense grid.
 
=====Reach=====
Class: Inner Colony
Status: Defense Zone Beta [UNSC Priority]
Diameter : 15,273 km
Gravity:1,08 G
Population: 703,341,500 [CAA census 12.7.2535]
Climate: Temperate [volatile]
Ecology: Complex biosphere [limited t-clade introduction]
 
The largest and most prominent of Eart's colonies, Reach was the first extrasolar world to be settle by huans, and was invaluable for later colonial expansion due to its confluence of slipspace routes and hability. The majority of its population is of Eastern European descent, primarily Hungarian and Romanian. In addition to being a key mining world, Reach supports the most significant shipyards outside the Sol system. The Reach Military Complex is a network of surface fortifications, weapon satellites, and patrolling warships which form the most extensive line of defense in human space.
 
 
=====Madrigal=====
Class: Outer Colony
Status: Priority Resource Site - WARNING! Incursion Detected
Diameter: 12,000 km
Gravity: 1,03 G
Population: 59,305,892 [CAA census 12.6.2537]
Climate: Warm
Ecology: Stage4 terraformed biosphere [systemic regression]
 
Madrigal possesses extraordinary deposits of deuterium [2H], which is a critical strategic resource used for military and civilian fusion reactors. A large, well organize Insurrection campaign resulted in the destruction of Colonial Military Authority [CMA] garrison force in 2496 and collapse of the UEG-authorized governement. Peacekeeping forces departed the planet in 2535 as part of the UNSC redeployment against Covenant incursions in the sector. The planet is currently under factionalized Insurrection control, with gray market deuterium exports funding what remains of the local economy. ONI continues to monitor events on the planet and conduct targeted strikes, in cooperation with local collaborators, to secure critical deuterium extraction sites for UNSC use.
 
=====High Charity=====
Diameter: c. 350 km [ONI Project BASEARROW estimate]
Gravity: Unknown [assumed c. 0.9-1 G]
Population: Unknown
Climate: Artificial
Ecology: N/A
 
Based on analysis of Covenant battle network (cf *proselytization relay*) traffic and network organization, the mobile capital-ship designated HIGH CHARITY is the central logistical and strategic coordination note in the alien armada. The facility was believed to be outside of human-charted space until 2540, when it was first sighted above the glassed colony of Harvest. BASEARROW long-range sensor scans have provided fist-order estimates of size and mass, but no detailed assessments of accompanying fleet forces or station armement has been possible at this time. Locating and assessing this facility is a priority task for the Office of Naval Intelligence.
 
 
====Persons of Interest====
=====John-117=====
MASTER CHIEF
FLEETCOM\\Asymmetric Warface Research Group\\Silver
CURRENT MISSION AREA: STOLEN GAUNTLET
 
Departed Epsilon Eridani system from SSEP MARCHER ID-7b6dbbbc22c48f907e41159f3c72e6d8
 
Remote BFT contact lost with CONDOR 325.
 
Medical and psychological eval [REDACTED]
 
STOLEN GAUNTLET asset retrival\denial protocals are in effect.
 
=====RIZ-028=====
LIEUTENANT, JUNIOR GRADE
 
FLEETCOM\\Asymmetric Warface Research Group\\Silver
CURRENT MISSION AREA: SAR\\SECTOR ONE\\ONI DIRECT
After-action assessment from DEFIANT GLASS forwarded to ONI\\Section THREE.
 
Tactical assessment of Sangheili ground forces currently being compiled for NAVSPECWAR Response Plan ingestion.
 
S-028 operational evaluation of captured Phantom combat dropship has been forwarded to Materials Group and Watershed Division.
 
En-route to UNSC STALWART DAWN.
 
=====KAI-125=====
PETTY OFFICER, FIRST CLASS
 
FLEETCOM\\Asymmetric Warfare Research Group\\Silver
 
CURRENT MISSION AREA: SAR\\SECTOR ONE\\ONI DIRECT
 
After-action assessment from DEFIANT GLASS forwarded to ONI\\Section THREE.
 
Sensor logs in review by DR. HALSEY.
 
S7 prototype weapons evaluation forwarded to Misriah Armory.
 
En-route to UNSC STALWART DAWN.
=====Vannak-134=====
LIEUTENANT, JUNIOR GRADE [LTJG]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Silver
 
CURRENT MISSION AREA: SAR\\SECTOR ONE\\ONI DIRECT
 
S-134 analysis and breakdown of Sangheili close-combat maneuvers encountered at Madrigal recommended for further development and historical cross-comparison.
 
Debrief provided initial threat level assessment of S-117 engagement, should containment fail.
 
En-route to UNSC STALWART DAWN.
=====Miranda Keyes=====
[15972-19881-MK]
 
COMMANDER [CDR]
 
FLEETCOM\\XEG\\Testing and Evaluation Lab Kappa
 
ASSIGNMENT: R&D\\WHITETOWER\\KEENLUNA
 
Security Clearance elevated.
 
Approved for Special Access Programs ASTER and LIGHTSPARK.
 
Verification of staff security clearances underway.
=====Jacob Keyes=====
[01928-19912-JK]
 
CAPTAIN [CAPT]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Operations
 
ASSIGNMENT: DIRECT ACTION\\SECTOR ONE\\DEFIANT GLASS
 
Coordinating crisis action team standup for S-117 STOLEN GAUNTLET protocol initiation.
=====Margaret Parangosky=====
[00230-00923-MP]
 
ADMIRAL [ADM]
 
CINCONI
 
FLEETCOM\\ONI\\SPECIAL ACTIVITIES
 
Status report on S-117 and Spartan asset dispensation requested by FADM Hood.
=====Jin Ha=====
[!RECORDS DAMAGED!]
 
TIER 2A INSURRECTION COMMAND
 
SECTOR ONE\\MADRIGAL
 
DECEASED.
=====Kwan Ha=====
[NO CAA RECORDS]
 
TIER 5C INSURRECTION ASSOCIATE
 
SECTOR ONE\\MADRIGAL
 
Article 72 designation on authority of 00230-00923-MP.
 
Requesting additional information from Madrigal assets.
 
====Code====
https://www.youtube.com/watch?v=5UOJRb-P0qc
 
[extrait de l'épisode 2]
 
===épisode 2===
====ONI Database====
=====The Rubble=====
Class: Unauthorized Colony
 
Status: Ungoverned
 
Diameter: -
 
Gravity: Variable
 
Population: 54,000 [ONI estimate 3.11.2551]
 
Climate: Artificial (unstable)
 
Ecology: N/A
 
 
The "Rubble" is an illegal and unauthorized habitat based around an occupied Xedon Industrial Cluster in orbit at the Hesiod L5 point. The facility is closely tied to the nearby colony of Madrigal for deuterium fuel and volotiles, but has no formal relationship with the warlords of that world. ONI analysis indicates the location is a major transhipment point for unauthorized slipspace transports, pirate activity, and smuggling in Sectors One and Three. Intercepted comms-traffic indicates subtantial support for Insurrection ideologies.
 
 
====Persons of interest====
=====John-117=====
MASTER CHIEF [MCPO]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Silver
 
CURRENT MISSION AREA: FLEETCOM Detention Center
 
Detained on authority of FADM Hood.
 
Securit clearance is INACTIVE, pending NAVSPECWAR evaluation.
 
Addendum - Medical maintenance and neurological examination ordered by Dr. Halsey.
 
=====RIZ-028=====
LIEUTENANT, JUNIOR GRADE [LTJG]
 
FLEETCOM\\Asymmetric Warface Research Group\\Silver
 
CURRENT MISSION AREA: DIRECT ACTION\\SECTOR ONE\\DEFIANT GLASS
 
Training and maintenance cycle.
 
On standby for FLEETCOM security response team.
 
Returned to DEFIANT GLASS OPCON.
 
=====KAI-125=====
PETTY OFFICER, FIRST CLASS [PO1]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Silver
 
CURRENT MISSION AREA: DIRECT ACTION\\SECTOR ONE\\DEFIANT GLASS
 
Training and maintenance cycle.
 
On standby for FLEETCOM security response team.
 
Returned to DEFIANT GLASS OPCON.
=====Vannak-134=====
LIEUTENANT, JUNIOR GRADE [LTJG]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Silver
 
CURRENT MISSION AREA: DIRECT ACTION\\SECTOR ONE\\DEFIANT GLASS
 
Training and maintenance cycle.
 
On standby for FLEETCOM security response team.
 
Returned to DEFIANT GLASS OPCON.
 
=====Miranda Keyes=====
[15972-19881-MK]
 
COMMANDER [CDR]
 
FLEETCOM\\XEG\\Testing and Evaluation Lab Kappa
 
ASSIGNMENT: R&D\\WHITETOWER\\KEENLUNA
 
Submitted initial xeno-materials exploitation assessment of captured Covenant Phantom.
 
Request to recover Covenant corpses, equipment, and excavation instrumentation from Madrigal has been filed and pending operational review.
=====Jacob Keyes=====
[01928-19912-JK]
 
CAPTAIN [CAPT]
 
FLEETCOM\\Asymmetric Warfare Research Group\\Operations
 
CURRENT MISSION AREA: DIRECT ACTION\\SECTOR ONE\\DEFIANT GLASS
 
Resuming oversight of operation: DEFIANT GLASS.
 
Working group established to report on artifact power surge and effect on FLEETCOM operations.
=====Margaret Parangosky=====
[00230-00923-MP]
 
ADMIRAL [ADM]
 
CINCONI
 
FLEETCOM\\ONI\\SPECIAL ACTIVITIES
 
Approval of assets and materials for Project CORTANA.
 
Review of future DEFIANT GLASS strategic goals.
 
=====Soren-066=====
TIER 2A CRIMINAL CADRE
SECTOR ONE\\LIBRA ARM
 
Forward all sightings and contextual information to ONI\\Section One and Counter--Piracy Action Team.
 
Modified STOLEN GAUNTLET asset retrival\denial protocols are in effect (ref: SOREN PROTOCOL)
 
=====Jin Ha=====
[!RECORDS DAMAGED!]
 
TIER 2A INSURRECTION COMMAND
 
SECTOR ONE\\MADRIGAL
Deceased.
 
Ha-allied insurgent groups have prevented occupation and exploitation of encampment and extraction sites.
 
=====Kwan Ha=====
[NO CAA RECORDS]
 
TIER 3B INSURRECTION ASSOCIATE
 
LOCATION UNKNOWN
 
ARTICLE 72 FUGITIVE
 
Threat level updated due to potential for distruptive influence on colonial information shaping operations.
 
Biometric information recovered from Condor 325 and telepresence contact has been forwarded to Madrigal security forces.
 
==Ref==
<references/>




Ligne 148 : Ligne 614 :


Ben : Forerunner encore. Moins d'angles bizarres.
Ben : Forerunner encore. Moins d'angles bizarres.
<references group="Note"/>
==Ref==
<references/>

Notez bien que toutes les contributions à WikiHalo sont considérées comme publiées sous les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Partage dans les Mêmes Conditions 4.0 International (voir WikiHalo:Copyrights pour plus de détails). Si vous ne désirez pas que vos écrits soient modifiés et distribués à volonté, merci de ne pas les soumettre ici.
Vous nous promettez aussi que vous avez écrit ceci vous-même, ou que vous l’avez copié d’une source placée dans le domaine public ou d’une ressource libre similaire. N’utilisez aucun travail sous droits d’auteur sans autorisation expresse !

Annuler Aide pour la modification (s’ouvre dans une nouvelle fenêtre)

Modèle utilisé par cette page :