Halo Infinite could be the Halo game that finally gives lots of things the community has been asking for in the sandbox for the next Halo game, such as flyable pelicans or the falcon AND hornet in the same game or something.
Could this next halo game be a collective sandbox game that gives a bit of everything? Such as what if we got the wasp, falcon, and hornet vehicles in Infinite? Or all brute faction weapons with the current H5 weapon sandbox? I’m so pumped, I’d love this.
Thoughts? What do you want in the next Halo sandbox?
Edit: I know multiplayer should stay specialized with unique weapons, but if there were multiple sandbox elements and things added in forge, it could give a lot of creative power to the player. I don’t want REQ variants. I think that’s my major point for this forum.
I’d love to see the Falcon return. Flyable phantoms and Pelicans would be cool as well for certain modes (I mean, we’ve wanted them for so long).
But overall I’d actually want them to reduce the size of the weapon/vehicle sandbox. Adding more creates problems:
Redundancy:
Many weapons become redundant, serving an identical function in a similar fashion to another weapon (BR and DMR).
Balancing:
Balancing becomes an issue too. You have many weapons you have to make sure all have their own niche, and that one doesn’t just dominate over others
Originality:
Each weapon needs to be unique (BR and DMR), and each faction’s counterpart to another’s weapon needs to be similar but different (think AR, plasma rifle, and suppressor, the AR and plasma rifle are both automatic close-to-mid range weapons, however they both perform differently, and have their own advantages and disadvantages to each other. Meanwhile the suppressor is just a re-skinned AR with a slight homing feature).
Ease of Access:
The weapon’s need to be recognizable, allowing you to determine how to react to your opponent quickly before he starts shooting. You can tell apart a shotgun from an AR, and you’ll be easily able to tell how your opponent will use each. Adding the various weapon variants of H5 changes this: now different weapons with different capabilities all share the same profile, so you won’t know what you’re up against until you’ve been shot. \
> 2533274909712896;2:
> I’d love to see the Falcon return. Flyable phantoms and Pelicans would be cool as well for certain modes (I mean, we’ve wanted them for so long).
>
> But overall I’d actually want them to reduce the size of the weapon/vehicle sandbox. Adding more creates problems:
> Redundancy:
> Many weapons become redundant, serving an identical function in a similar fashion to another weapon (BR and DMR).
> Balancing:
> Balancing becomes an issue too. You have many weapons you have to make sure all have their own niche, and that one doesn’t just dominate over others
> Originality:
> Each weapon needs to be unique (BR and DMR), and each faction’s counterpart to another’s weapon needs to be similar but different (think AR, plasma rifle, and suppressor, the AR and plasma rifle are both automatic close-to-mid range weapons, however they both perform differently, and have their own advantages and disadvantages to each other. Meanwhile the suppressor is just a re-skinned AR with a slight homing feature).
> Ease of Access:
> The weapon’s need to be recognizable, allowing you to determine how to react to your opponent quickly before he starts shooting. You can tell apart a shotgun from an AR, and you’ll be easily able to tell how your opponent will use each. Adding the various weapon variants of H5 changes this: now different weapons with different capabilities all share the same profile, so you won’t know what you’re up against until you’ve been shot. \
I felt the redundancy and saturation in variety with the req variants in Halo 5. After a while, the game was littered with weapons that were either OP or really good in very similar ways. I would prefer everything to be distinct and different as well, I was just thinking if that was possible by adding back a few things from the previous games, as well as making new additions (such as flyable pelicans and phantoms)
Imagine a massive multiplayer mode where every vehicle and weapon are in the map(s)? A war between 2 massive teams, hell even a multi team mode and everyone is fighting each other in phantoms, scarabs, pelicans, mammoths, elephants, etc… I’d call it Chaos Mode!
Sounds like Battle Royale would be sent to its grave with a mode like that.
The issue is the sandbox is already bloated. I would rather we add nothing but in place of new elements to existing items to remove any redundant weapons. I’ve outlined before how I would fix the Promethean weapon sandbox with utility function and some major changes to the projectile physics.
I think the best way to appease our greedy community is to pull a smash ultimate and bring everyone back. Make overhauls to certain things keep the aesthetic that has been established and place greater emphasis on a things role in engagement.
Then we can begin adding again. That said we have no idea what the movement or weapon systems of the game are going to be like. I’d like it more classical with emphasis on scale improved AI more class centric Promethean units and more use of space battles with ship boarding.
> 2533274909712896;2:
> I’d love to see the Falcon return. Flyable phantoms and Pelicans would be cool as well for certain modes (I mean, we’ve wanted them for so long).
>
> But overall I’d actually want them to reduce the size of the weapon/vehicle sandbox. Adding more creates problems:
> Redundancy:
> Many weapons become redundant, serving an identical function in a similar fashion to another weapon (BR and DMR).
> Balancing:
> Balancing becomes an issue too. You have many weapons you have to make sure all have their own niche, and that one doesn’t just dominate over others
> Originality:
> Each weapon needs to be unique (BR and DMR), and each faction’s counterpart to another’s weapon needs to be similar but different (think AR, plasma rifle, and suppressor, the AR and plasma rifle are both automatic close-to-mid range weapons, however they both perform differently, and have their own advantages and disadvantages to each other. Meanwhile the suppressor is just a re-skinned AR with a slight homing feature).
> Ease of Access:
> The weapon’s need to be recognizable, allowing you to determine how to react to your opponent quickly before he starts shooting. You can tell apart a shotgun from an AR, and you’ll be easily able to tell how your opponent will use each. Adding the various weapon variants of H5 changes this: now different weapons with different capabilities all share the same profile, so you won’t know what you’re up against until you’ve been shot. \
The Suppresor was made for that reason. To be essentially an AR but better. That’s why it’s never a starting weapon it’s suppose to be a pick up.
And I see what you mean by the BR vs the DMR but I can’t lie I love them both. They do technically work fundamentally different in terms of range. BR destroys close to mid and DMR destroys mid to long. It’s a sand box though. In my opinion that’s what made old school Halo so fun. It was just a fun casual sand box with room for competitive. With 343 it feels the polar opposite (not saying that’s bad just preference though the majority of players will be casual). I believe they should focus on making a fun sandbox for the players instead of trying to balance everything to the teeth (they obviously should balance just not nit pick everything).
> 2535462450434439;7:
> > 2533274909712896;2:
> > I’d love to see the Falcon return. Flyable phantoms and Pelicans would be cool as well for certain modes (I mean, we’ve wanted them for so long).
> >
> > But overall I’d actually want them to reduce the size of the weapon/vehicle sandbox. Adding more creates problems:
> > Redundancy:
> > Many weapons become redundant, serving an identical function in a similar fashion to another weapon (BR and DMR).
> > Balancing:
> > Balancing becomes an issue too. You have many weapons you have to make sure all have their own niche, and that one doesn’t just dominate over others
> > Originality:
> > Each weapon needs to be unique (BR and DMR), and each faction’s counterpart to another’s weapon needs to be similar but different (think AR, plasma rifle, and suppressor, the AR and plasma rifle are both automatic close-to-mid range weapons, however they both perform differently, and have their own advantages and disadvantages to each other. Meanwhile the suppressor is just a re-skinned AR with a slight homing feature).
> > Ease of Access:
> > The weapon’s need to be recognizable, allowing you to determine how to react to your opponent quickly before he starts shooting. You can tell apart a shotgun from an AR, and you’ll be easily able to tell how your opponent will use each. Adding the various weapon variants of H5 changes this: now different weapons with different capabilities all share the same profile, so you won’t know what you’re up against until you’ve been shot.
>
> The Suppresor was made for that reason. To be essentially an AR but better. That’s why it’s never a starting weapon it’s suppose to be a pick up.
> And I see what you mean by the BR vs the DMR but I can’t lie I love them both. They do technically work fundamentally different in terms of range. BR destroys close to mid and DMR destroys mid to long. It’s a sand box though. In my opinion that’s what made old school Halo so fun. It was just a fun casual sand box with room for competitive. With 343 it feels the polar opposite (not saying that’s bad just preference though the majority of players will be casual). I believe they should focus on making a fun sandbox for the players instead of trying to balance everything to the teeth (they obviously should balance just not nit pick everything).
I see what you mean about the suppressor, and in H5 the Promeathean weapons are a lot better and more unique than in Halo 4 (where the problem was most prevalent).
I agree with your point on the DMR, however I still see it as being kind of redundant in that role, as the carbine kind of already fills it too?
What made classic Halo fun was how it fit into both casual and competitive audiences: It was simple to get into, but hard to master. The sandbox provided the tools you needed to play with a nice variety, however each weapon had a distinct role that made it unique and useful in certain situations, but not in others (the rock-paper-scissors dynamic). A larger sandbox just muddies the water a little, making it harder to balance weapons (balancing is also beneficial to casual play), and making weapons less unique. And it also added complexity to the game (you had to learn more about what weapon does what, what situation it’s good in, it’s strength’s and weaknesses, etc.) which makes it harder for a casual player to get in. I couldn’t tell if you were arguing for a larger sandbox or not, however gameplay comes first over flashiness always, and a larger sandbox generally alters gameplay for the worse (with obvious exceptions), but provides more flashiness (cool, but if it makes gameplay a little worse, the gameplay is a little less fun for everyone).
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> > 2535462450434439;7:
> > > 2533274909712896;2:
> > >
>
> I see what you mean about the suppressor, and in H5 the Promeathean weapons are a lot better and more unique than in Halo 4 (where the problem was most prevalent).
> I agree with your point on the DMR, however I still see it as being kind of redundant in that role, as the carbine kind of already fills it too?
The only problem with saying “which weapon fills which role” means whatever weapons already exist are going to take the space of what needs to “be fulfilled”, and it doesn’t give room for variety on a particular role, and I feel it could also limit creativity.
Take the pistols in halo 5 for example. There were multiple variants, but I think they were great additions to the sandbox and it didn’t add too much redundancy. All the pistols took on the same similar roles yet added flavor and somewhat distinct feeling with each one.
And just as a side note, if the Halo CE magnum makes a return, I’d much rather have it be called M6D Magnum instead of Halo CE Magnum
One of “The” biggest fine tunings Halo could could use to stand out umungst the compitition. Put on camera goggles with motion capture sleves so that arm length and gun size looks adjacent to what reality produces. Important! Pleas do not let the compitition get this post or do this ideal first. This ideology matters and would be a game changer for fps games all over the board.
> 2533274852433636;10:
> One of “The” biggest fine tunings Halo could could use to stand out umungst the compitition. Put on camera goggles with motion capture sleves so that arm length and gun size looks adjacent to what reality produces. Important! Pleas do not let the compitition get this post or do this ideal first. This ideology matters and would be a game changer for fps games all over the board.
A few smaller titles have done this but it really needs AAA budgets to not look weird all for it.
> 2533274852433636;12:
> Hold out your hands and arms like your holding a gun then look at Halo do it, or any other fps to see the way to make halo the best.
Let’s us compare the sandbox in a different way, halo 2/3 and h5 (just it’s ranked MM maps) they are not all that different are they? You spawn with basic weapons, the maps have a few basic and a few mid tier weapons and usually between 2-4 power weapons (sniper, rockets, Sword, shotty). So in h5 you have most of the available sandbox becoming non existent in MM. So if this trend continues into infinite, what’s the issue? You won’t suddenly have MM games with 10 power weapons and 20 mid tier weapons on the map, but you might see more variety between the weapons on each map. Forerunner maps might have light rifles and suppressors as pick ups along side it’s power weapons while covy maps might have brute shots and maulers (if they bought back the brute armory) while a human map might have brs and saws.
What you would find if they added to the sandbox though is even more choices to put on your forge maps and custom games.
I’m ignoring warzone or what it might become because once you start looking at some of those weapons and vehicles the concept of balance becomes as intangible as an itch on an amputees phantom limb… Its there, but its not really there…
Edit - let’s be honest though… Almost all the pick up weapons in MM will be human regardless of the theme of the map they’re on.
Keep things simple. Bigger ain’t better. Adding weapons or vehicles detracts value of existing sandbox items. I’m fine with reskinned duplicates, or alt versions (like a scout Warthog).
I don’t want a bigger sandbox. I want a leaner sandbox that has fewer redundant weapons, and where each weapon is interesting and unique. This also extends to weapons. I don’t want a sandbox that includes things just for the sake of having more things. If I were to decide, Halo Infinite would have significantly fewer weapons than Halo 5, and no more vehicles than Halo 5 has.
> 2533274874014416;1:
> Halo Infinite could be the Halo game that finally gives lots of things the community has been asking for in the sandbox for the next Halo game, such as flyable pelicans or the falcon AND hornet in the same game or something.
>
> Could this next halo game be a collective sandbox game that gives a bit of everything? Such as what if we got the wasp, falcon, and hornet vehicles in Infinite? Or all brute faction weapons with the current H5 weapon sandbox? I’m so pumped, I’d love this.
> Thoughts? What do you want in the next Halo sandbox?
Wouldn’t mind them bringing in all the weapons and vehicles from previous games to be used in Forge. Let the players make their own custom games, but keep regular multiplayer simple and specialized. That way if you want to make your own map based on a map you loved in CE or Reach, you could do that, or make something entirely new.
> 2533274825830455;16:
> I don’t want a bigger sandbox. I want a leaner sandbox that has fewer redundant weapons, and where each weapon is interesting and unique. This also extends to weapons. I don’t want a sandbox that includes things just for the sake of having more things. If I were to decide, Halo Infinite would have significantly fewer weapons than Halo 5, and no more vehicles than Halo 5 has.
I agree with you in the sense that req variants and all that bogus should go, so we have a leaner sandbox. But if we had multiple types of weapons and a big sandbox in something like forge, it would give a lot of creative power to the player. I don’t want more variants of weapons, I just want more unique weapons, such as having the brute shot in the game again added onto all of the original weapons (not REQ variants). I stated this in an edit on the original post.