A little idea I’ve been thinking about. Wouldn’t it be cool if in the Campaign, there was a very limited upgrade system for Chief?
So earning some kind points or upgrade kits would allow you to upgrade certain aspects of Chief, i.e to orient towards stealth, or melee damage, or range combat.
You could make the points limited, so you have to pick and chose what upgrades you want. More weapon damage, versus being harder to detect, meaning its impossible to fully upgrade chief without going through a New Game Plus scenario.
For example, say you found an upgrade kit in the Campaign, you could press the back button (or whatever we call it now) and it brings up an upgrade menu like so:
Handling
- Level 1: Decrease reload and swap time by 20%
- Level 2: Decrease reload and swap time by 40%
- Level 3: Decrease reload and swap time by 60%
Brawler
- Level 1: Increase melee damage and speed by 15%
- Level 2: Increase melee damage and speed by 30%
- Level 3: Increase melee damage and speed by 45%
Toughness
- Level 1: Shield recharges 20% faster
- Level 2: Shield recharges 40% faster
- Level 3: Shield recharges 60% faster
Stealth
- Level 1: Quieter footsteps, weapons make less noise
- Level 2: Cannot be detected by enemy promethean vision
- Level 3: Active camo lasts twice as long and the movement penalty is negated
Spartan (Can be purchased in any order)
- Carry three weapons
- Do extra damage when shields are down
- Kills automatically return some ammo
Those would just be examples, but would an idea like this work in Halo’s Campaign?
I’m welcome to the idea. In Halo 2, you could pick up and turn on skulls as you went through the level. In a full game Halo 2 run, you could go for Grunt Birthday Party and Envy without losing too much time.
I don’t necessarily agree with the examples though.
So basically like the singleplayer Crysis version of customization? If kept PURELY for campaign, I can be ok with it. But I would definitely reduce the effectiveness of the perks. Instead of 20% increases, more like incremental 5%.
> So basically like the singleplayer Crysis version of customization? If kept PURELY for campaign, I can be ok with it. But I would definitely reduce the effectiveness of the perks. Instead of 20% increases, more like incremental 5%.
Yeah, Campaign-only.
I want to see modifiers like:
[/li]- vehicle entry/exit time reduction
- fall landing stun time reduction
- shield recharge waiting time reduction
- increased movement acceleration
- increased movement acceleration
- decreasing enemy projectile speed
- increasing plasma/pulse grenade detonation time (making them take longer to detonate could be useful)
- longer falling distance before dying (though it’s already decent in Halo 4)
- implementation of fall timer resetting (was a glitch in other Halo games, notably Halo 2, i.e. corner riding)
The modifiers should be unique, the stuff we can’t access in Custom Games.
I want to feel like a Spartan-II veteran. Halo 4’s armor abilities didn’t even come close.
The best part is that these modifiers would be optional (could be turned off in-game), and the effects would not compromise SLASO.
As long as its Campaign only, having a system like this could be pretty cool. Not to mention it would add to the replayability of Campaign. Perhaps it would be nice to have the option to turn the upgrades off. It would make things simpler for people who like to speedrun games and compete for records.
I honestly think this would make the game far too easy. And Halo 4 was already easy enough as it is.
Besides, there’d be no way to explain how a Super Soldier who’s already trained to perfection could possibly improve, or how his improvements will magically disappear at the beginning of the next Halo game.
> Besides, there’d be no way to explain how a Super Soldier who’s already trained to perfection could possibly improve, or how his improvements will magically disappear at the beginning of the next Halo game.
Story should not dictate gameplay.
Just look at the transition from Halo 3 Chief to Halo 4 Chief. It doesn’t make sense how his jump height is lower and long it takes for his shield to recharge. And the lack of a flashlight…