Classic Halo and Revolutionized Halo COMBINED

Idea for Halo 6 with Halo 5 map examples…


I hear four sides of the fanbase:

Classic Halo players - Players that enjoy only the original Halo multiplayer with only slight modifications to gameplay.
Revolutionized Halo Players - Players that enjoyed the original Halo multiplayer, and still enjoy them to date.
Beginner Halo players - Players that joined Halo during MCC to Halo 5 and enjoy that more than the originals.
Neutral - Ones that love both original and revolutionized Halo that just like one slightly more or want the fighting to stop.


Each ones cant stand one another but still want it to feel like a Halo game with new, non-changing aspects into the game. Well, I realized that there is no way for Halo to have more than another side without a large disagreement. We all knew this started at Halo Reach for its new gameplay style. And many people still dislike it because of how it carried on to Halo 4 and was modified in Halo 5 such as…sprinting, armor abilities and loadouts.

Well I realized a way to make all players enjoy classic Halo gameplay AND revolutionized Halo gameplay.


No more general sprinting, spartan abilities, and assets like clamber. HOWEVER, you remember Armor Abilities and how they brought disadvantages to loadouts and everything? Nobody liked those. And nobody liked them in Halo 4 either (Nobody in terms of almost everyone). So this time, lets make an armor ability…POWER UP! We can still have stuff like overshield and damage boost and camo. But why not more power ups that are armor abilities with the same function as power ups? You get it, once you die, its gone forever until respawn. Great idea aint that right?

And I know what you’re all thinking “But I dont want an Spartan Lock on Empire! It will usele-” It will be useless. So, we cant just have whatever armor ability/Power up at a map. Just certain ones that work with the map well. So instead of armor lock (Bad example) on empire, we can add…idk we probably dont need one so how bout Regret. No one wants Armor Lock on Regret. But instead…what about…jetpack. With all the bridges and top mid, we can really use it to elevate through the map from top and low. And again, once you die with it, it will be gone until respawn. But it also has a weakness which will be the next discussion later. But more examples like hardshield on the narrow map Overgrowth or auto-sentry on Fathom. But once again, dont hit me with that “But auto-sentry is weak as fu-” stuff. Ill explain…nnnnnnnow.


This is the Halo Reach and Halo 4 armor abilities that can have strengths and weaknesses as making it a new power up:

Halo Reach:
Armor Lock - Recommended only on BTB maps. It still has a fast recharge system. But once you lock, it last longer…however…the more you shoot at it, the faster it will go down. So dont whip it out everytime but when you near grenades or vehicle gonna charge or you see a rocket.
Drop Shield - Recommended only for other modes besides BTB. It makes your shields charge up faster…not recharge faster! Just load faster until recharge. But it doesnt effect your health (If there is one). The strength of the shield and the other stuff about it can remain the same.
(Im ignoring Evade for a different surprise)
Hologram - Doesnt matter what mode. Hologram can have to campaign team attack button. You aim at someone, it highlights and it attacks it. Yet, it really is not attacking it. It just fires at the targeted person but they are just blanks to make the hologram more real. But if you aim it at the floor/area, it will attack whatever opposing enemy it sees with blank shots instead of targeted enemies. It also has a spartan shield to last longer when getting shot. But if no one is around the area you put it at, it will despawn quickly. Making it more usable in fights and better as a decoy.
Jetpack - Doesn’t matter what mode. The jetpack is always used to be higher than the enemy. So, I decided to have a very long duration of of the jetpack…however…it doesnt recharge. Once it is done, it is done. It wont recharge any other way.
(Ignoring sprint for surprise)

Halo 4:
Promethean Vision - Does not matter the mode. Everyone called it cheating. Still is in a way, but this time, it recharges slower. And if you use it, it drains faster. So use it wisely. It also can only see organics/flesh. Cant see vehicles with it.
Auto Sentry - Mode does not matter. Rather only tactically used for pro players. But it was made just to slow down. Not kill, or distract. But this time, it has that powerful Halo 5 boltshot ability and faster awareness and rate of fire. Yet, it is still weak health as usual.

(Everything else ignored for surprise or just same as Reach’s)

Original Power ups:
Overshield - This time, it does not go down on its own. You can turn it on or off. And it can recharge…INCREDIBLY SLOW…I dont think this will be favorited but just idea.
Camouflage - Same as Reach. You can turn it on or off. And it has the funky radar that messes you up. But it also has Halo 5’s camo. It is still usable with how you move.
(Damage boost stays the same)

My Powerup:
Spartan Abilities: Mode not matter. The Halo 5 spartan abilities. Clamber, slide, sprint, thruster, stabilize, spartan charge, ground pound. All normal. Only weak things about it is that if you get shot while sprinting then you stop and you still dont recharge shields while sprinting.

Again, all these will be have strengths and weaknesses and once you die with it, its gone forever until respawn. And yes this means you start off the game off with Halo 3 mechanics…but still need to get those abilities/power ups. And there will only be one or two or more or none dependent on how it will work on the map.

And how it will effect Warzone is…they will all be a power ups besides the Spartan Abilities. I take it as the Spartan abilities are probably now lore effected for Spartans IIs and IVs and that Spartan abilities will only be for Warzone and Campaign but Arena teaches you on how to not trust tech but on yourself.


That pretty much is what I have to say. Im sorry that this isn’t about Halo 5 but more idea on how to combine each other for both people to enjoy old and new Halo together. This is about 6715 letters and hopefully not a waste of my time. But the idea popped in my head so well that I know 343i did work hard on the abilities and did not want to waste them. And hopefully this helps the company as well as it helps the community.

PS: Im not sure if I stole this idea from anyone but I thought of this like last week and made a big mind about it and decided to now share it with you all.
PPS: Im not counting the abilities in Spartan Strike. They just suck.

Nice to see people finally having ideas like this.

Good idea, however I am in the small group of people who enjoy things the way they currently are. Maybe have Spartan abilities by default.

I propose that for halo 6 they remove sprint, and replace it with a higher speed scale where the longer you hold the thumbstick the faster you go until you reach a max speed (all halo games have this but the the max speed time is so tiny its insignificant.) and this way there’s the illusion the game is fast but there’s still no sprint.

Keep thruster pack, keep ground pound, change Spartan charge a bit where it has a build up like ground pound and you can’t change the direction you move in, keep clamber but design the maps so there’s more crouch clambers.

Make armor abilities single use or have a battery, like power-ups but you can still use them whenever you want.

“I hear four sides of the fanbase:
Classic Halo players - Players that enjoy only the original Halo multiplayer with only slight modifications to gameplay.
Revolutionized(?) Halo Players - Players that enjoyed the original Halo multiplayer, and still enjoy them to date.
Beginner Halo players - Players that joined Halo during MCC to Halo 5 and enjoy that more than the originals.
Neutral - Ones that love both original and revolutionized Halo that just like one slightly more or want the fighting to stop.”

There are far more aspects to the community though. I understand you are looking purely at gameplay preferences, but breaking down the players is not so easy.

Competitive Player: usually anti sprint but not just “classic players” Many like the idea of additions and removals, not around making the gameplay classic, but around making it competitive. (The simple design worked in the competitive scene’s favour. Adding too much makes for a convoluted experience, which means more variables. Reduced the variables and anticipating these variables is the basis for competitive gameplay).
Casual Players: Prefer games that are relaxed and offer personal progression and social experiences.
Modern shooter players: Enjoy the faster gameplay. sprint, ‘enhanced’ movement.
Loot lovers: Plays for unlocking and collecting armour and weapons. Borderlands and Destiny players.
Inexperienced players: Not all players are coming from other shooters. Some only like, or only played Halo for the slower style of gameplay. Giving them more room to think, act and ease themselves in to playing against others. The simple controls and game design worked great for entry level players.

Then there’s the other Halo sub-communities: (I mention these because twice 343i have focused on one sub-community and the other SCs have been left to rot)
Machinima: Without SS and LAN this is more awkward.
Forgers: Were made to wait with Halo 5 (and are now making maps that may all need editing if new gametypes get added in)
LANers: Have left with Halo 5
Split Screeners: Have left with Halo 5

Then any of these could be a part of more than one group, and became Halo players at different times. Trying to break down the players your way would create too many groups. I know “neutral players” that are playing and enjoying Halo 5 but prefer the classic type., and “beginner players” who prefer Reach and Halo 3. There are players who want more CE, more Halo 2 (but not Halo 3), more Halo 2 and 3.

Hell I started playing with Halo CE. I prefer the classic (By that I mean Halo 2/3) gameplay, but I really enjoyed Halo Reach in BTB. Am I a classic player? but then other classic players can’t stand Halo Reach. It’s just not a great way to break down the community.

To design a new Halo you have to look at the different kinds of video game players, and add in something that attracts all of them (this is what Bungies Halo games did) without negatively effecting the experience. Bloom and no ranks negatively effected the competitive nature of Halo. Adding in flinch, ordnance, perks, sprint, SAs, and so on negatively effected the competitive and inexperienced players. Removing features and content and adding in RNG unlocks while pursuing a modern shooter direction has hurt pretty much everybody other than modern shooter fans.

To follow your idea (which I’m not opposed to by the way, I had similar ideas though implemented in a different way) would require 343i to go back to classic gameplay by default. This is completely opposite to what 343i are doing and would anger (and most likely drive away) the audience they have/are marketed for and are trying to build. Even with all the extras in there, if they aren’t implemented as they are in other shooters they will be rejected.

In short: it’s no good trying to please everybody. Especially the modern and classic divide. Pick one and do what benefits that group the most.

agreed. trying to please all will mean non will ever be happy. Halo 5 indicates the position the franchise is going. | feel gametypes like btb were sacrificed in order for more players to run with warzone , the lack of content is what will unite an entire community to dwindle away.

> 2547348539238747;5:
> “I hear four sides of the fanbase:
> Classic Halo players - Players that enjoy only the original Halo multiplayer with only slight modifications to gameplay.
> Revolutionized(?) Halo Players - Players that enjoyed the original Halo multiplayer, and still enjoy them to date.
> Beginner Halo players - Players that joined Halo during MCC to Halo 5 and enjoy that more than the originals.
> Neutral - Ones that love both original and revolutionized Halo that just like one slightly more or want the fighting to stop.”
>
> There are far more aspects to the community though. I understand you are looking purely at gameplay preferences, but breaking down the players is not so easy.
>
> Competitive Player: usually anti sprint but not just “classic players” Many like the idea of additions and removals, not around making the gameplay classic, but around making it competitive. (The simple design worked in the competitive scene’s favour. Adding too much makes for a convoluted experience, which means more variables. Reduced the variables and anticipating these variables is the basis for competitive gameplay).
> Casual Players: Prefer games that are relaxed and offer personal progression and social experiences.
> Modern shooter players: Enjoy the faster gameplay. sprint, ‘enhanced’ movement.
> Loot lovers: Plays for unlocking and collecting armour and weapons. Borderlands and Destiny players.
> Inexperienced players: Not all players are coming from other shooters. Some only like, or only played Halo for the slower style of gameplay. Giving them more room to think, act and ease themselves in to playing against others. The simple controls and game design worked great for entry level players.
>
> Then there’s the other Halo sub-communities: (I mention these because twice 343i have focused on one sub-community and the other SCs have been left to rot)
> Machinima: Without SS and LAN this is more awkward.
> Forgers: Were made to wait with Halo 5 (and are now making maps that may all need editing if new gametypes get added in)
> LANers: Have left with Halo 5
> Split Screeners: Have left with Halo 5
>
> Then any of these could be a part of more than one group, and became Halo players at different times. Trying to break down the players your way would create too many groups. I know “neutral players” that are playing and enjoying Halo 5 but prefer the classic type., and “beginner players” who prefer Reach and Halo 3. There are players who want more CE, more Halo 2 (but not Halo 3), more Halo 2 and 3.
>
> Hell I started playing with Halo CE. I prefer the classic (By that I mean Halo 2/3) gameplay, but I really enjoyed Halo Reach in BTB. Am I a classic player? but then other classic players can’t stand Halo Reach. It’s just not a great way to break down the community.
>
> To design a new Halo you have to look at the different kinds of video game players, and add in something that attracts all of them (this is what Bungies Halo games did) without negatively effecting the experience. Bloom and no ranks negatively effected the competitive nature of Halo. Adding in flinch, ordnance, perks, sprint, SAs, and so on negatively effected the competitive and inexperienced players. Removing features and content and adding in RNG unlocks while pursuing a modern shooter direction has hurt pretty much everybody other than modern shooter fans.
>
> To follow your idea (which I’m not opposed to by the way, I had similar ideas though implemented in a different way) would require 343i to go back to classic gameplay by default. This is completely opposite to what 343i are doing and would anger (and most likely drive away) the audience they have/are marketed for and are trying to build. Even with all the extras in there, if they aren’t implemented as they are in other shooters they will be rejected.
>
> In short: it’s no good trying to please everybody. Especially the modern and classic divide. Pick one and do what benefits that group the most.

It wont make a dofference. But this could have been a great idea back before this all happened that it declined entirely…in Halo 4. Not Reach.

Its just something I wanted to let out. I dont want to keep this to myself.