Attachment System IDEA. Explains the pistol grenade!

I bet you are all thinking “Oh noes, its gonna become cod and gimmicky”. But let me explain. This would explain how you can get the pistol projectile and scope.

So lets get things started.

When single wielding a dual wield-able weapon, you get less bloom+spread (if not no bloom+spread) and add use to attachments. When dual wielding, Attachments are disabled and bloom+spread is increased. This makes small weapons like these useful in many different ways. Dual wielding is best for close range and high damage and single wielding is good for range and customisable tactics.

Now that I got that out of the way. THIS is what the attachment system is. Its the ability to modify your weaponry from buying “attachments” with the credits earned in-game. You have a limit of two attachments at a time. There would be an expensive upgrade where you can have up to three.

THERE WILL AN ABILITY TO DISABLE ATTACHMENTS THROUGH THE GAME OPTIONS IF THIS IS EVER DONE.

Right. Here are the weapon attachments you an make to upgrade your weaponry. This is just the list for the human weaponry:

Assault Rifle:
*Holographic sight - adds a scope to your AR for long ranged shooting.
*Re-enforced grip - Decreases recoil and spread when firing.
*Longer clip - Takes the 32 round grip back to the classic 60 bullet magazine.
*Extra Calibre - Does more damage and makes the classic halo 1 AR sound.
*Rapid fire - Fires twice the speed but in expense of wasting your ammo quickly.

Pistol:
*Scope - Adds a scope. durr
*Silencer - Makes your shots quiet for stealthy tactics. Much like the ODSTs!
*Anti-recoil - Dramatically reduces recoil and bloom if not gets rid of it.
*Extra Calibre - Beefs up the power and deals almost twice the damage.
*Rapid-fire - Turns it into a machine pistol. This however adds more bloom, wastes bullets and takes down the damage of each shot.
*Secondary projectile - This is what you have seen in the Halo 4 trailer! Fires a single explosive from the gun temporally replacing the grenade button. Can be picked up from fallen player who have it. Can be upgraded to carry two at once.

SMG:
*Silencer - Makes your shots quiet for stealthy tactics. Much like the ODSTs!
*Holographic sight - adds a scope to your SMG for long ranged shooting.
*Shoulder back grip - Decreases recoil and bloom.
*More rounds - Adds more bullets to the magazine.
*Grenade launcher - Behaves the same way the projectile from the pistol does. But is instead a cut down and uncontrollable version of the grenade launcher. Does just a single shot for those last minute actions.

BR (if its back):
*Anti-recoil - Adds less bloom.
*Faster bursts - Fires each burst dramatically faster, causing more damage.
*Larger magazine - Fires more bullets before reloading.
*Heat-sensitive scope - Clearly see active-camouflaged or hidden enemies through walls. They show up reddish-yellow on the sight.

DMR (if its back):
*Faster shots - Shortens intervals between shots.
*Anti-Recoil - Adds less bloom.
*Larger magazine - Fires more bullets before reloading.
*Extra Caliber - Deals more damage per shot.
*Heat-sensitive scope - Clearly see active-camouflaged or hidden enemies through walls. They show up reddish-yellow on the sight.

Sniper Rifle:
*Heat-sensitive scope/Night Vision - Clearly see in the dark. Also see active-camouflaged or hidden enemies through walls. They show up reddish-yellow on the sight.
*Longer Scope - As well as 5x and 10x scope. There is an extra 20x scope that can take out people from across the map. Bullet drag may be added to prevent camping.
*Extra Caliber - Deals more damage per shot.
*Larger magazine - Fires 2 more bullets before reloading.

Rocket Launcher:
*Faster Reload - Every get frustrated when trying to reload your rocket launcher? This would solve all your problems!
*Blast Radius - Adds more area of effect and make anything near by more likely to fly off!
*Focused Damage - Anything in the centre of the explosion would take more damage.
*Back-up ammo - Adds and extra 2 rockets than what it is spawned with.

Spartan laser:
*Faster Charge - Takes less time to charge up a shot
*Focused Damage - Anything in the centre of the beam would take more damage.
*Larger radius - Creates a wider beam that effects more things around it. Much like the halo 3 one.
*Coolant - Speeds up the after cooling process before firing again.
*Efficient power - Reducing the power used by each shot. Intentionally adding 2 extra shots.

Shotgun:
*Faster reload - Speeds up both the shot interval and reload speed.
*Ranger - Takes the range up to the halo ce standard. Carries the shot twice the distance! Adds the decorative from the halo reach shotgun.
*Extra Caliber - Deals more damage per shot.
*Larger magazine - Fires more shots before reloading.
*Larger spread - For people who don’t like aiming!

Grenade Launcher (if its back):
*Faster reload - Pops in the next explosive a lot quicker than before!
*Explode on impact - No bouncing.
*Sticker - Sticks to the wall (or to someone else).
*Blast Radius - Adds more area of effect and make anything near by more likely to fly off!
*More Emp - Takes down shields and vehicles on impact as well as explosive.
*Multi-shot - Shoot as many as you like. The grenade button is temporally replaced with a detonation button when at least one of the explosives are fired.

Target Locater (if its back):
Quick response - Your fire team with respond almost immediately to your command.
Quick change - Your fire team will reload their weapons faster.
More explosions - The bombing run will last longer on your target.
Extra Commands - You can fire this an extra two times!

These are just for the human weapons. I may release the ones for the covenant/forerunners weapons but I’m guessing you have the right idea about it already! :stuck_out_tongue:

Please tell me what you think!

IMO seems too CoD like

not that i’m saying this is a bad idea
its just, it isint halo, to be able to custimise your weapons

my idea is that its like a grande you can pick up (plasma, frag, ect.)
and if you have the normal magnum, you can use these special grenades

yeah…

If they can pull it off with it making sense and not feeling all gimmicky then I’m happy.

um no, everyone should be on an equal playing field at the start and gain control of the map… this would break halo as we know it

> um no, everyone should be on an equal playing field at the start and gain control of the map… this would break halo as we know it

All attachments will be made too have an advantage and a disadvantage. eg. the night/heat vision will made it unclear to what the rest of the surroundings are like. the rapid pistol will waste ammo and add a spread.

don’t forget. only 2 attachments at a time.
and if people really don’t like it. some gametypes/playlists will be made to disable al attachments. it gives an advantage to people holding one dual wield-able weapon.
In halo 3, not many people used dual wield-able weapons by choice as they didn’t scope, weak and would loose one of them when getting a vehicle.

Sounds like you want Infinity Ward and 343i to have a love child

Attachments in the CoD sense would not work in halo. Halo is a fast-paced, run and gun arcade shooter. CoD falls under (for lack of better terms) the run-then-aim-then-gun tactical shooter. Arcade shooters are designed to have everyone have access to all the same stuff all the time. This is why armor abilities do not work in Halo, but equipment is acceptable.

That said, attachments could work, in a way. But you have to think of them as less of a CoD sense, and more of tweaks to the weapons. There would be variants to, lets say the BR, where it is standard, but then there is one with a deeper scope. Also the pistol, but then the grenade launching pistol. Not customized weapons you choose for your loadouts, but instead variants placed on the maps. Basically different guns, but instead the same with tweaks that make them perform differently. This would fit into the cannon well since John only has at his disposal what is on the carrier, so Cortana could have come up with variations for him to use after exiting cryo.

> > um no, everyone should be on an equal playing field at the start and gain control of the map… this would break halo as we know it
>
> All attachments will be made too have an advantage and a disadvantage. eg. the night/heat vision will made it unclear to what the rest of the surroundings are like. the rapid pistol will waste ammo and add a spread.
>
> don’t forget. only 2 attachments at a time.
> and if people really don’t like it. some gametypes/playlists will be made to disable al attachments. it gives an advantage to people holding one dual wield-able weapon.
> In halo 3, not many people used dual wield-able weapons by choice as they didn’t scope, weak and would loose one of them when getting a vehicle.

One thing you have to remember is that Halo 4 will not try and be the FPS for everyone, it will be the FPS halo (1-3) fans enjoy. Reach tried to do this and broke the system. AAs were trying to bring a little CoD into the mix and it completely breaks the arcade-style shooter. WieIds is right; everyone potentially needs access to everything on a map, and the game plays by map control. Attachments would tip the balance each and every game/firefight, and thus render the game a tactical FPS, not an arcade FPS

Seems like a good idea but doesn’t feel halo enough. How
About no customizable weapons and just no variants of every
Weapon. For example a SMG and a silenced scoped SMG. But each
Variant should not be stronger than the othe

> One thing you have to remember is that Halo 4 will not try and be the FPS for everyone, it will be the FPS halo (1-3) fans enjoy. Reach tried to do this and broke the system. AAs were trying to bring a little CoD into the mix and it completely breaks the arcade-style shooter. WieIds is right; everyone potentially needs access to everything on a map, and the game plays by map control. Attachments would tip the balance each and every game/firefight, and thus render the game a tactical FPS, not an arcade FPS

Even though AA effect the way I play halo. IT IS STILL HALO. And I enjoy playing halo reach. Personally, I think it adds another dimension in halo. I can deal with change to an evolving title. The thing is that people are getting tired of the same walk-jump-shot game and more and more people want a bigger expanse in tactile warfare. hence why more people would play cod or battlefield.

The only people who would hate on halo:reach would be people who don’t like halo as a whole. While the other people who just don’t like reach would just complain about every single change they made from the last game and would be die-hard for halo 3.

The gaming generation is evolving my friend and want a more up-to-date ways you can play tactical fps combat.

This sounds like a game, but it isn’t halo.

What if the attachments were like collectable equipment. You pick it up on the battlefield for use in that one life. Respawn try agian.

I hope this isn’t going to happen.

> > One thing you have to remember is that Halo 4 will not try and be the FPS for everyone, it will be the FPS halo (1-3) fans enjoy. Reach tried to do this and broke the system. AAs were trying to bring a little CoD into the mix and it completely breaks the arcade-style shooter. WieIds is right; everyone potentially needs access to everything on a map, and the game plays by map control. Attachments would tip the balance each and every game/firefight, and thus render the game a tactical FPS, not an arcade FPS
>
> Even though AA effect the way I play halo. IT IS STILL HALO. And I enjoy playing halo reach. Personally, I think it adds another dimension in halo. I can deal with change to an evolving title. The thing is that people are getting tired of the same walk-jump-shot game and more and more people want a bigger expanse in tactile warfare. hence why more people would play cod or battlefield.
>
> The only people who would hate on halo:reach would be people who don’t like halo as a whole. While the other people who just don’t like reach would just complain about every single change they made from the last game and would be die-hard for halo 3.
>
> The gaming generation is evolving my friend and want a more up-to-date ways you can play tactical fps combat.

I’m not sure where this came from. At any rate, Halo turning into “tactical FPS” is unnecessary. There are already two major franchises that offer such an experience. For Halo to try to enter into that competition would only serve to alienate those Halo players who don’t like CoD/BF gameplay.

Halo should not change, if only to provide a relief from the “realistic” shooters. Eventually, those are going to cycle out of popularity, and Halo will be there to fill the void… I hope.

might as well change the title of Halo 4 to call of duty… lol. It sounds to much like call of duty plus how would you attach stuff to your weapons? like right after you pick it up off the ground or do you mean loadouts because then if that is possible then im pretty sure everyone will have a rocket or some sort of power weapon…

> might as well change the title of Halo 4 to call of duty… lol. It sounds to much like call of duty plus how would you attach stuff to your weapons? like right after you pick it up off the ground or do you mean loadouts because then if that is possible then im pretty sure everyone will have a rocket or some sort of power weapon…

From what you are saying, no you will not spawn with a rocket launcher. if you pick up a weapon from the map, it will be fitted to your attachments. When killed, the enermy could pick up the weopon with your attachments. You could set the game type to make come up with your attachments at all times though.

it does in some way sound cool… but it just isnt halo. it would be like call of duty set in the future or something… :-/

How about having the actual attachments on the field, and you can pick them up and use them until they run out of ammo or you die. In order to balance it even more, you can only hold 3/4s the amount of ammo on the gun’s normal function when using the attachment.

> > > um no, everyone should be on an equal playing field at the start and gain control of the map… this would break halo as we know it
> >
> > All attachments will be made too have an advantage and a disadvantage. eg. the night/heat vision will made it unclear to what the rest of the surroundings are like. the rapid pistol will waste ammo and add a spread.
> >
> > don’t forget. only 2 attachments at a time.
> > and if people really don’t like it. some gametypes/playlists will be made to disable al attachments. it gives an advantage to people holding one dual wield-able weapon.
> > In halo 3, not many people used dual wield-able weapons by choice as they didn’t scope, weak and would loose one of them when getting a vehicle.
>
> One thing you have to remember is that Halo 4 will not try and be the FPS for everyone, it will be the FPS halo (1-3) fans enjoy. Reach tried to do this and broke the system. AAs were trying to bring a little CoD into the mix and it completely breaks the arcade-style shooter. WieIds is right; everyone potentially needs access to everything on a map, and the game plays by map control. Attachments would tip the balance each and every game/firefight, and thus render the game a tactical FPS, not an arcade FPS

Halo 4 will be whatever Microsoft/343 think will sell the most and bring the most players…

yes

I had a similar idea, but more halo like imo and less cod like . The power weapons cant be customized , but the weapons like an BR/AR/pistol weapons can only be customized( because those weapons are the most used none power weapons) . But the attachments(I call them mods) are side grades … so like you can give your BR a shorter barrel so it can perform better at close range , but at the cost of that , you lose its range and maybe damage( heck maybe you can even customize it to act like an DMR) . OR give you AR more ammo , but takes longer to reload. The mods themselves arent drastic to the point the default weapons are useless , the default weapons can still be better in certain scenarios. So if a player decides to use default weapons he wont be at a very big disadvantage and actually can be awarded more if he doesnt use mods.

I think it be a very good idea to start with an AR, BR/DMR , or pistol though. Gives players a choice on their favorite playstyles.And of course, it should be restricted to certain gametypes , like the OP said.

There should be only certain amounts of mods for each weapon so they wouldnt be to hard to balance.

Otherwise if people can customize rockets and snipers it would either create annoying clutches and make them overpowered.