-10 things 343 must put into Forge!-

Hey guys. These are 10 things 343 should really consider adding into the new forge system in Halo 4!

1. More maps built for forging:

This is for more map diversification and promote huge creativity in the forge community!

Sandstorm - The combination of Sandtrap and Sandbox. Has accessible guardian pillars, a dessert with huge sand dooms, and the secret underground box with sand cave leading to different area.

Forgeworld 2.0 - The next version to Forgeworld. This version has more grassy canyons, an open plain of grass, access to the huge pillar area with large woodland like Ridgeline.

Aerospace - A massive empty area in space with Requiem near by. You have the ablity to create areas that have gravity and air in it.

Earth Canyon - A massive canyon based near the portal to the ark. Has a large river area that contains a dam for “Highgrounds” and “Powerhouse”, and a building for “Foundry” and “Longshore”. There are also huge rocky plains and satellite dishes for “Standoff”. There is also a jungle area for “Ghost town” with a cave area for “Waterworks”.

Requiem ice glacier - A large glacier that contains areas for “Avalanche”, “Breakpoint” and “lockout”. There is also a flood infested area underground.

2. Prop Textures:

This is where you can change a prop texture to a particular theme (this may be limited upon some props). Themes are also pre-set upon spawning them dependent on what map you are on. Texture types include:

  • Natural (Grass and rock)
  • Arctic (Snow and rock)
  • Human
  • Covenant
  • Forerunner
  • Flood
  • Water
  • Lava (Glows and acts like a kill ball)

3. Mechanisms:

This works as a channelling system. An entity triggers a signal to a numbered channel set by the editor (like teleporters). A mechanism activates when the channel (it’s set to) receives a signal from the trigger.

Trigger - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Triggers include:

*Buttons
*Pressure plates
*Ranged sensors
*Any objective based entity through Reach’s “Label” system.

Mechanism - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Mechanisms include:

*Doors (of all sizes and types)
*Explosives
*Pistons
*Spawner
*Any objective based entity through Reach’s “Label” system.
*Text Screens that can be edited
*Screen and camera signal changer
*Teleporter signal changer

4. Lighting bug fixes:

This is where the amount of entities being lit on a screen exceeds a limit. In order to prevent lag, the engine decides to spasticate everything on the screen. This has existed since Halo 3. It was a little better in Halo Reach, but needs to be reduced dramatically. This can be done by under-rendering props (like distant ones in Halo Reach) when it exceeds the entity limit on screen. This can promote large forge budgets.

5. Boundary editing:

Don’t you just hate it when you want to forge somewhere in a map and it won’t let you by saying “Return to Battlefield” or forces you back into the map? Now you can go anywhere and spawn single-way areas on the maps to make your own boundaries. Markers like these can have way-points on them if you enable them through the “B” menu. This makes it easier to locate different entities throughout the map.

6. Editing sectors:

This gives you the ability to copy and paste any set of props to the other side of a map. This can be accomplished by doing the following:

  1. Spawn the “Selector”
  2. Move and expand the area the entity covers. This would be a base you made, filled with different stuff and spawn points
  3. Press “X” on the entity and select between the options:
  • Cut
  • Copy
  • Paste
  • Export
  • Import
  • Delete
  • Change Teams
  • Change Spawning
  1. Copy and place another “Selector” to the place to want the new set of props.
  2. Select “Paste” and chose from a selection of things you put in the “clipboard”.
  3. It will then paste the props you copied before. It will give you an error if you exceed any prop limit during the pasting procedure.

Along with this would be an UNDO and REDO button in the “B” Menu. (Recommended by posts below)

7. Physics Properties:

As well as “Normal”, “Fixed”, and “Phased”, you also get “Physical” which makes any prop completely mobile.

Along with this, prop ghosting should be optional where you can select what can go through a particular prop. Filters include “teams”, “vehicles”, “props”, “objectives”, “projectiles”, “bullets” etc.

8. Custom Map Thumbnails:

During a forge session, you can press “B” and select “Render Screenshot”. Afterwards, you can set it as the map thumbnail, for when you set the game up.

9. Cameras and TVs

Like the “Mechanisms”, this is set out as a numbered channel system.

  • A camera can be placed in the map and can transmit on a specific signal. Field-of-view, zoom, and colour ratio can also be altered.

  • A Screen of any size can receive a signal from a camera on the same channel. Zoom and colour ratio can also be altered.

10. More vehicles:

This can fit well within the Halo sandbox.

*Seraph
*Sabre
*Scarab
*Elephant
*Phantom
*Spirit
*Pelican
*Carrier Falcon
*Drop pods for Covenant, Humans and Prometheans (Forerunners).
*and FORK LIFT!

So…Those are my ideas. 343 should really add at least 2 of them into Halo 4.

Hope you like them! :3
Discuss!

Man you put a lot down. All I wanted was an undo button (in case I accidently deleted something) and the ability to have all the forge tools for every map. (I had a great idea for powerhouse and I couldn’t do it because you can’t build any structure for that map like walls and stuff like that it was so dissappointing.)

There needs to be an Undo button.

Edit: Fuuuu-

> There needs to be an Undo button.
>
> Edit: Fuuuu-

Fixed! Added in the “Editing Sector” part (green text)

Cool ideas. First person I’ve seen to actually organize the environments (most people just say "we need environments) and I like your idea of including older maps in it. One thing about the Flood, do you mean actual enemies that will attack you? Because that could get in the way of forging.

> Cool ideas. First person I’ve seen to actually organize the environments (most people just say "we need environments) and I like your idea of including older maps in it. One thing about the Flood, do you mean actual enemies that will attack you? Because that could get in the way of forging.

Nah. It would be an area themed to a “flood” infestation. Like Isolation and Cold Storage/Chill Out.

I want soft walls and ceilings, like they would do if you fly to High or go too far away in Forge World.

It would help keep the map look nice, without using up the budget to rope off places you think would be overpowered.

> I want soft walls and ceilings, like they would do if you fly to High or go too far away in Forge World.
>
> It would help keep the map look nice, without using up the budget to rope off places you think would be overpowered.

That’s where “5. Boundary editing:” comes in! :wink:

I’m gonna need feedback. I’m also adding some little extra ideas from the replies I get! :stuck_out_tongue:

i hope they do it though

> Hey guys. These are 10 things 343 should really consider adding into the new forge system in Halo 4!
>
> 1. More maps built for forging:
>
> This is for more map diversification and promote huge creativity in the forge community!
>
> Sandstorm - The combination of Sandtrap and Sandbox. Has accessible guardian pillars, a dessert with huge sand dooms, and the secret underground box with sand cave leading to different area.
>
> Forgeworld 2.0 - The next version to Forgeworld. This version has more grassy canyons, an open plain of grass, access to the huge pillar area with large woodland like Ridgeline.
>
> Aerospace - A massive empty area in space with Requiem near by. You have the ablity to create areas that have gravity and are in it.
>
> Earth Canyon - A massive canyon based near the portal to the ark. Has a large river area that contains a dam for “Highgrounds” and “Powerhouse”, and a building for “Foundry” and “Longshore”. There are also huge rocky plains and satellite dishes for “Standoff”. There is also a jungle area for “Ghost town” with a cave area for “Waterworks”.
>
> Requiem ice glacier - A large glacier that contains areas for “Avalanche”, “Breakpoint” and “lockout”. There is also a flood infested area underground.
>
> 2. Prop Textures:
>
> This is where you can change a prop texture to a particular theme (this may be limited upon some props). Themes are also pre-set upon spawning them dependent on what map you are on. Texture types include:
> * Natural (Grass and rock)
> * Arctic (Snow and rock)
> * Human
> * Covenant
> * Forerunner
> * Flood
> * Water
> * Lava (Glows and acts like a kill ball)
>
> 3. Mechanisms:
>
> This works as a channelling system. An entity triggers a signal to a numbered channel set by the editor (like teleporters). A mechanism activates when the channel (it’s set to) receives a signal from the trigger.
>
> Trigger - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Triggers include:
> *Buttons
> *Pressure plates
> *Ranged sensors
> *Any objective based entity through Reach’s “Label” system.
>
> Mechanism - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Mechanisms include:
> *Doors (of all sizes and types)
> *Explosives
> *Pistons
> *Spawner
> *Any objective based entity through Reach’s “Label” system.
> *Text Screens that can be edited
> *Screen and camera signal changer
> *Teleporter signal changer
>
> 4. Lighting bug fixes:
>
> This is where the amount of entities being lit on a screen exceeds a limit. In order to prevent lag, the engine decides to spasticate everything on the screen. This has existed since Halo 3. It was a little better in Halo Reach, but needs to be reduced dramatically. This can be done by under-rendering props (like distant ones in Halo Reach) when it exceeds the entity limit on screen. This can promote large forge budgets.
>
> 5. Boundary editing:
>
> Don’t you just hate it when you want to forge somewhere in a map and it won’t let you by saying “Return to Battlefield” or forces you back into the map? Now you can go anywhere and spawn single-way areas on the maps to make your own boundaries.
>
>
> 6. Editing sectors:
>
> This gives you the ability to copy and paste any set of props to the other side of a map. This can be accomplished by doing the following:
> 1. Spawn the “Selector”
> 2. Move and expand the area the entity covers. This would be a base you made, filled with different stuff and spawn points
> 3. Press “X” on the entity and select between the options:
> * Cut
> * Copy
> * Paste
> * Export
> * Import
> * Delete
> * Change Teams
> * Change Spawning
> 4. Copy and place another “Selector” to the place to want the new set of props.
> 5. Select “Paste” and chose from a selection of things you put in the “clipboard”.
> 6. It will then paste the props you copied before. It will give you an error if you exceed any prop limit during the pasting procedure.
>
> Along with this would be an UNDO and REDO button in the “B” Menu. (Recommended by posts below)
>
> 7. Physics Properties:
>
> As well as “Normal”, “Fixed”, and “Phased”, you also get “Physical” which makes any prop completely mobile.
>
> Along with this, prop ghosting should be optional where you can select what can go through a particular prop. Filters include “teams”, “vehicles”, “props”, “objectives”, “projectiles”, “bullets” etc.
>
> 8. Custom Map Thumbnails:
>
> During a forge session, you can press “B” and select “Render Screenshot”. Afterwards, you can set it as the map thumbnail, for when you set the game up.
>
> 9. Cameras and TVs
>
> Like the “Mechanisms”, this is set out as a numbered channel system.
>
> * A camera can be placed in the map and can transmit on a specific signal. Field-of-view, zoom, and colour ratio can also be altered.
>
> * A Screen of any size can receive a signal from a camera on the same channel. Zoom and colour ratio can also be altered.
>
> 10. More vehicles:
>
> This can fit well within the Halo sandbox.
>
> *Seraph
> *Sabre
> *Scarab
> *Elephant
> *Phantom
> *Spirit
> *Pelican
> *Carrier Falcon
> *Drop pods for Covenant, Humans and Prometheans (Forerunners).
> *and FORK LIFT!
>
>
> So…Those are my ideas. 343 should really add at least 2 of them into Halo 4.
>
> Hope you like them! :3
> Discuss!

it would be nice but you would most likely need a whole disk to its self for all of that to work perfectly

> it would be nice but you would most likely need a whole disk to its self for all of that to work perfectly

Most of it would just be code and texture files. But the vehicles would be the most space demanding thing on that list.

I noticed Ai like marines, grunts and etc in custom games and forge wasn’t on the list,but those are some awesome ideas you have there, and i seriously don’t see why AI hasn’t been done in Halo, its really easy with the right tools on Halo:CE on the PC, hell most of the stuff on your list could easily put in…

> Hey guys. These are 10 things 343 should really consider adding into the new forge system in Halo 4!
>
> 1. More maps built for forging:
>
> This is for more map diversification and promote huge creativity in the forge community!
>
> Sandstorm - The combination of Sandtrap and Sandbox. Has accessible guardian pillars, a dessert with huge sand dooms, and the secret underground box with sand cave leading to different area.
>
> Forgeworld 2.0 - The next version to Forgeworld. This version has more grassy canyons, an open plain of grass, access to the huge pillar area with large woodland like Ridgeline.
>
> Aerospace - A massive empty area in space with Requiem near by. You have the ablity to create areas that have gravity and are in it.
>
> Earth Canyon - A massive canyon based near the portal to the ark. Has a large river area that contains a dam for “Highgrounds” and “Powerhouse”, and a building for “Foundry” and “Longshore”. There are also huge rocky plains and satellite dishes for “Standoff”. There is also a jungle area for “Ghost town” with a cave area for “Waterworks”.
>
> Requiem ice glacier - A large glacier that contains areas for “Avalanche”, “Breakpoint” and “lockout”. There is also a flood infested area underground.
>
> 2. Prop Textures:
>
> This is where you can change a prop texture to a particular theme (this may be limited upon some props). Themes are also pre-set upon spawning them dependent on what map you are on. Texture types include:
> * Natural (Grass and rock)
> * Arctic (Snow and rock)
> * Human
> * Covenant
> * Forerunner
> * Flood
> * Water
> * Lava (Glows and acts like a kill ball)
>
> 3. Mechanisms:
>
> This works as a channelling system. An entity triggers a signal to a numbered channel set by the editor (like teleporters). A mechanism activates when the channel (it’s set to) receives a signal from the trigger.
>
> Trigger - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Triggers include:
> *Buttons
> *Pressure plates
> *Ranged sensors
> *Any objective based entity through Reach’s “Label” system.
>
> Mechanism - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Mechanisms include:
> *Doors (of all sizes and types)
> *Explosives
> *Pistons
> *Spawner
> *Any objective based entity through Reach’s “Label” system.
> *Text Screens that can be edited
> *Screen and camera signal changer
> *Teleporter signal changer
>
> 4. Lighting bug fixes:
>
> This is where the amount of entities being lit on a screen exceeds a limit. In order to prevent lag, the engine decides to spasticate everything on the screen. This has existed since Halo 3. It was a little better in Halo Reach, but needs to be reduced dramatically. This can be done by under-rendering props (like distant ones in Halo Reach) when it exceeds the entity limit on screen. This can promote large forge budgets.
>
> 5. Boundary editing:
>
> Don’t you just hate it when you want to forge somewhere in a map and it won’t let you by saying “Return to Battlefield” or forces you back into the map? Now you can go anywhere and spawn single-way areas on the maps to make your own boundaries.
>
>
> 6. Editing sectors:
>
> This gives you the ability to copy and paste any set of props to the other side of a map. This can be accomplished by doing the following:
> 1. Spawn the “Selector”
> 2. Move and expand the area the entity covers. This would be a base you made, filled with different stuff and spawn points
> 3. Press “X” on the entity and select between the options:
> * Cut
> * Copy
> * Paste
> * Export
> * Import
> * Delete
> * Change Teams
> * Change Spawning
> 4. Copy and place another “Selector” to the place to want the new set of props.
> 5. Select “Paste” and chose from a selection of things you put in the “clipboard”.
> 6. It will then paste the props you copied before. It will give you an error if you exceed any prop limit during the pasting procedure.
>
> Along with this would be an UNDO and REDO button in the “B” Menu. (Recommended by posts below)
>
> 7. Physics Properties:
>
> As well as “Normal”, “Fixed”, and “Phased”, you also get “Physical” which makes any prop completely mobile.
>
> Along with this, prop ghosting should be optional where you can select what can go through a particular prop. Filters include “teams”, “vehicles”, “props”, “objectives”, “projectiles”, “bullets” etc.
>
> 8. Custom Map Thumbnails:
>
> During a forge session, you can press “B” and select “Render Screenshot”. Afterwards, you can set it as the map thumbnail, for when you set the game up.
>
> 9. Cameras and TVs
>
> Like the “Mechanisms”, this is set out as a numbered channel system.
>
> * A camera can be placed in the map and can transmit on a specific signal. Field-of-view, zoom, and colour ratio can also be altered.
>
> * A Screen of any size can receive a signal from a camera on the same channel. Zoom and colour ratio can also be altered.
>
> 10. More vehicles:
>
> This can fit well within the Halo sandbox.
>
> *Seraph
> *Sabre
> *Scarab
> *Elephant
> *Phantom
> *Spirit
> *Pelican
> *Carrier Falcon
> *Drop pods for Covenant, Humans and Prometheans (Forerunners).
> *and FORK LIFT!
>
>
> So…Those are my ideas. 343 should really add at least 2 of them into Halo 4.
>
> Hope you like them! :3
> Discuss!

A little bit late in the development process for this request… Should’ve gotten this up about 2 years ago sir…

> > Hey guys. These are 10 things 343 should really consider adding into the new forge system in Halo 4!
> >
> > 1. More maps built for forging:
> >
> > This is for more map diversification and promote huge creativity in the forge community!
> >
> > Sandstorm - The combination of Sandtrap and Sandbox. Has accessible guardian pillars, a dessert with huge sand dooms, and the secret underground box with sand cave leading to different area.
> >
> > Forgeworld 2.0 - The next version to Forgeworld. This version has more grassy canyons, an open plain of grass, access to the huge pillar area with large woodland like Ridgeline.
> >
> > Aerospace - A massive empty area in space with Requiem near by. You have the ablity to create areas that have gravity and are in it.
> >
> > Earth Canyon - A massive canyon based near the portal to the ark. Has a large river area that contains a dam for “Highgrounds” and “Powerhouse”, and a building for “Foundry” and “Longshore”. There are also huge rocky plains and satellite dishes for “Standoff”. There is also a jungle area for “Ghost town” with a cave area for “Waterworks”.
> >
> > Requiem ice glacier - A large glacier that contains areas for “Avalanche”, “Breakpoint” and “lockout”. There is also a flood infested area underground.
> >
> > 2. Prop Textures:
> >
> > This is where you can change a prop texture to a particular theme (this may be limited upon some props). Themes are also pre-set upon spawning them dependent on what map you are on. Texture types include:
> > * Natural (Grass and rock)
> > * Arctic (Snow and rock)
> > * Human
> > * Covenant
> > * Forerunner
> > * Flood
> > * Water
> > * Lava (Glows and acts like a kill ball)
> >
> > 3. Mechanisms:
> >
> > This works as a channelling system. An entity triggers a signal to a numbered channel set by the editor (like teleporters). A mechanism activates when the channel (it’s set to) receives a signal from the trigger.
> >
> > Trigger - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Triggers include:
> > *Buttons
> > *Pressure plates
> > *Ranged sensors
> > *Any objective based entity through Reach’s “Label” system.
> >
> > Mechanism - This can be changed to output like a toggle switch (or “flip-flop”), Permanent after activation, or turns off when being activated. Mechanisms include:
> > *Doors (of all sizes and types)
> > *Explosives
> > *Pistons
> > *Spawner
> > *Any objective based entity through Reach’s “Label” system.
> > *Text Screens that can be edited
> > *Screen and camera signal changer
> > *Teleporter signal changer
> >
> > 4. Lighting bug fixes:
> >
> > This is where the amount of entities being lit on a screen exceeds a limit. In order to prevent lag, the engine decides to spasticate everything on the screen. This has existed since Halo 3. It was a little better in Halo Reach, but needs to be reduced dramatically. This can be done by under-rendering props (like distant ones in Halo Reach) when it exceeds the entity limit on screen. This can promote large forge budgets.
> >
> > 5. Boundary editing:
> >
> > Don’t you just hate it when you want to forge somewhere in a map and it won’t let you by saying “Return to Battlefield” or forces you back into the map? Now you can go anywhere and spawn single-way areas on the maps to make your own boundaries.
> >
> >
> > 6. Editing sectors:
> >
> > This gives you the ability to copy and paste any set of props to the other side of a map. This can be accomplished by doing the following:
> > 1. Spawn the “Selector”
> > 2. Move and expand the area the entity covers. This would be a base you made, filled with different stuff and spawn points
> > 3. Press “X” on the entity and select between the options:
> > * Cut
> > * Copy
> > * Paste
> > * Export
> > * Import
> > * Delete
> > * Change Teams
> > * Change Spawning
> > 4. Copy and place another “Selector” to the place to want the new set of props.
> > 5. Select “Paste” and chose from a selection of things you put in the “clipboard”.
> > 6. It will then paste the props you copied before. It will give you an error if you exceed any prop limit during the pasting procedure.
> >
> > Along with this would be an UNDO and REDO button in the “B” Menu. (Recommended by posts below)
> >
> > 7. Physics Properties:
> >
> > As well as “Normal”, “Fixed”, and “Phased”, you also get “Physical” which makes any prop completely mobile.
> >
> > Along with this, prop ghosting should be optional where you can select what can go through a particular prop. Filters include “teams”, “vehicles”, “props”, “objectives”, “projectiles”, “bullets” etc.
> >
> > 8. Custom Map Thumbnails:
> >
> > During a forge session, you can press “B” and select “Render Screenshot”. Afterwards, you can set it as the map thumbnail, for when you set the game up.
> >
> > 9. Cameras and TVs
> >
> > Like the “Mechanisms”, this is set out as a numbered channel system.
> >
> > * A camera can be placed in the map and can transmit on a specific signal. Field-of-view, zoom, and colour ratio can also be altered.
> >
> > * A Screen of any size can receive a signal from a camera on the same channel. Zoom and colour ratio can also be altered.
> >
> > 10. More vehicles:
> >
> > This can fit well within the Halo sandbox.
> >
> > *Seraph
> > *Sabre
> > *Scarab
> > *Elephant
> > *Phantom
> > *Spirit
> > *Pelican
> > *Carrier Falcon
> > *Drop pods for Covenant, Humans and Prometheans (Forerunners).
> > *and FORK LIFT!
> >
> >
> > So…Those are my ideas. 343 should really add at least 2 of them into Halo 4.
> >
> > Hope you like them! :3
> > Discuss!
>
> A little bit late in the development process for this request… Should’ve gotten this up about 2 years ago sir…

But it is well thought out. Who knows this might be used for Halo 5 :slight_smile:

They should give it a new name… “Forge” is a term from Marathon.

Just my opinion. Nothing’s going to be done about it and no employees will read it… just my 2 cents.

=====My ideas=======
<mark>(doesn’t have to be in online multiplayer)</mark>

–no limit restriction–
so if you can afford it you can do it eg. 1000 walls or 1000 triangles instead of 500 walls and 500 triangles.

–textures–
all objects have a number of textures eg. sand wall, forerunner or forest.

–NPCs–
npcs from the game BUT only in offline local mode so it doesn’t lag

–more structures–
more structures eg. large ships for background use

–more props–
more props like; bodies, guns that don’t cause ammo increase, destroyed vehicles ect

–mission mode–
player build something in forge fills it with npcs and creates his/her own version of spartan ops.

-un-rip-off-able turrets-
turret that cant be ripped off but more powerful

-more forge pieces-

-map effects-
effects like dust, snow, mist, night(not dark) also the choice of heavy medium or light

-natural pieces-
rocks, trees, dead shrubs ect

-lights-
covenant or human

-effects-
like background explostions or lasers shooting, gun blasts off of a cannon

-uploading maps-
when uploading a map you can pair it with its game type so you dont have to look for it

====Vehicles=====

-previous vehicles-
falcon, puma’s((RVB)guass, rocket, transport),ect PELICAN PELICAN PELICAN

-Ghoul-
covenant transport vehicle, power between spectre(halo 2) and the wraith. holds:
1-driver
1-gunner
4-seated

-vampire-
covenant attack aircraft, kind of like the apache helicopter from battlefield 3
holds:
1- pilot/ weapon-2 fuel rode cannons
1-gunner/ weapon heavy plasma machine gun

-Turtle(or something else idk)-
human version of the ghoul

-Badger-
a light armoured vehicle, power between mongoose and war-hog
holds
1-driver/ weapon-small machine gun with a limit view of shoot range.

=====WEAPONS========

all weapons from previous games

  • forerunner knights sword-
    slower but longer range than energy sword

-Combat bow-
a bow that takes time to charge up, slow arrows, instant kill

-halo 1, 2 ,3 , reach and odst pistols-
the pistols from each halo game because they change alot

  • machete -
    like energy sword but for humans

-riot shield-
a shield like hard light but you can shoot a handed weapons like pistol

======Armour Abilities======

-drop med-pack-
drops a med-pack on the floor that restores shield instantly

-flash-
like the flare from halo 3

-night vision-
sees in dark maps

-heat vision-
human version of forerunner vision but instead of x-ray increase vision in front

-Jump-
teleports you forward in the direction your facing

-lock down-
slows player but increase shield

======Other===========

-forge maps-
come in snow, forest, dust, night, day ect

-more game options-
more/less objectives in invasion, lives instead of time ect

-gun camo-
like the pre-order bonus for br

-options-
load outs include armour restrictions, colour, weapon, damage, speed, health, armour abilities exclusive to that loadout, time until load out is unlocked, stage or people left, turrets power or if it can be ripped off.

<mark>(there will be alot of mistakes)</mark>

<mark>REPOST if you want</mark>

Gravity editor. You can select certain sectors of a map and shift gravity in different directions and change how powerful the gravity of that sectors is. Since the simulator is a training unit it would make perfect sense when fighting within spaceships and other environments that can experience violent gravity shifts and zero-g. It would be awesome to fight in complete zero-g and use thrusters to move about (Not necessarily requiring a thruster pack, more like something similar to what Master Chief uses in the teaser trailer, it isn’t meant to be sustained long, only used for course-correction in zero-g environments).

Or what OP?

XD

Good list, although I don’t see any ambitious ideas that are normally stated to come this gen, Bungie said that with Forge, a simple Scorpion Tank takes a ton of memory.