coIdFUSI0N's Halo 4

Movement

Sprint and double jump are default movement capabilities in Halo 4. By tapping the jump button again while you are in the air you gain a set amount of extra height. This would help bring some vertical mobility into your movement. A permanent high jump would not work because there are many instances when you do not want to expose yourself for the duration of the high, floaty jump and would prefer a lower jump. A permanent high jump would also not work because it is too predictable. Once you learn the single jump height, which never changes, you can follow a target very easily even if he is jumping. The double jump would allow you to choose when to employ a low, single jump or a high, double jump. This will allow you to “juke” your enemies in the Z axis as well as the X and Y by traditional strafing.

My idea for Sprint and Double Jump to be default movement capabilities has a balancing factor. As you Sprint, you drain the AA meter and must wait for it to recharge to be able to Sprint again. The Double Jump would drain the same meter. I am thinking two Double Jumps should drain the meter completely. This way it forces you to choose between Sprint and Double Jump or a combination of the two.

A headshot with a precision weapon would stop a Sprinting enemy.

Plasma fire would slow an enemy’s Sprint speed but not stop him entirely.

(Just so everyone knows what I mean about the meter: it’s the circle above your radar that goes down as you Sprint)

Let’s look at these scenarios:

You hear gunfire and Sprint over to get into the fight fast. Since you have now drained your Sprint meter you can not Double Jump until it recharges. The choice you made was to get to the fight faster in exchange for your ability to Double Jump during the fight.

You are fighting an enemy and use two Double Jumps to throw him off during your gun fight. You win your gunfight but now cannot Sprint to safety because the Sprint meter is drained from using two Double Jumps.

Causing Double Jump to drain the Sprint meter will not allow people to constantly Double Jump around the whole map. You get two and then it must recharge.

Double jump and Sprint would not use any more buttons than a Reach configuration. Sprint is the AA button and Double Jump is the jump button.

Secondary Fire Modes

The button for switching grenades would be moved to the D Pad and changing fire modes would replace it.

The fire mode of a weapon is remembered even if you switch weapons (if you are in secondary fire mode and switch weapons when you switch back you will still be in secondary fire mode on that weapon).

Utility Rifle
Primary Fire: 3-shot burst, has bullet spread, effective from close to far-medium, similar to the BR

Secondary Fire: Single shot, has slightly more bloom than current DMR, effective from far-medium to long range, similar to the DMR

SMG
Primary Fire: Fully automatic, no bloom, gun rides upward and randomly left and right as you fire, has a large flame animation at the end of the barrel, is noisy, effective from close to close-medium ranges, similar to Halo 3 SMG with faster ROF and wider spread

Secondary Fire: A suppressor is attached that greatly reduces the noisiness, reduces the bouncing left to right, removes the flame at the end of the barrel, does not give the enemy indicators of where the damage is coming from (when your screen turns red around the edges), effective range is reduced to extreme close ranges (similar to the Shotgun)

AR
Primary Fire: Fully automatic, reticle blooms as the gun is continuously fired, effective range from close to medium ranges

Secondary Fire: Fires a burst of 6 bullets at once, must reload after every burst, bullets spread widens rapidly which decreases effective range to close to close-medium range, bullets can ricochet, similar to Flak Cannon

Shotgun
Primary Fire: Similar to Reach Shotgun

Secondary Fire: Fires an electronic stun round that drastically slows the targets movement speed for a short time, an electric shock will be shown across the targets screen to notify him of his disability, has an effective range out to close-medium ranges, aesthetically the Shotgun will now be a double barrel to accommodate this new round

Magnum
Primary Fire: Similar to Reach Magnum

Secondary Fire: No scope, reduced effective range to close range, shots are less accurate, dum dum (hollowpoint) bullets cause more damage popping shields in one less shot than primary fire and killing an unshielded enemy with two body shots, aesthetically the Magnum will now have taped magazines with normal bullets in one mag and dum dums in the other

Focus Rifle
Primary Fire: Similar to Reach Focus Rifle

Secondary Fire: Beam color is now green, the beam decreases the time it takes for the target’s shields to recharge (almost like a healing ray), it does not heal health, hitting a shieldless player with it will distort their vision

Plasma Launcher:
Primary Fire: Can fire up to four sticky bombs, these will stick to walls, floors, the ground, rocks, players, and vehicles, they emit a distict blue glow and low hum to warn players of their presence even if they cannot be directly seen, they will not explode until you detonate them

Secondary Fire: The detonator, causes the sticky bombs to explode, if you die with sticky bombs unexploded they will disappear

Options for Custom Games.

Weapon Skins / Damage Modifiers

It should be possible to change the color of a weapon.

For example, you could make your Magnum gold.

It should be possible to change the damage of a weapon.

For example make your Magnum do 700% damage.

The damage modifier could be tied to different colors.

For example the gold Magnum could do 700% damage while the black Magnum does 70% damage.

Scopes could be attached to weapons.

There would also be a “Damage Range” modifier because a Shotgun with a Sniper Scope would be useless without increasing the Damage Range.

In the loadout box the guns are normally white. They could be changed to the skin color for weapon mods and show a scope with a number (2x,3x,4x) where appropriate.

These modified weapons could be saved and reused in different game types. Just like there is a “Map Variant” section there would be a “Weapon Variant” section.

“Noise Level” modifier:
0
5 is default (what the weapon normally sounds like)
6-9 is louder
1-4 is softer
0 is silenced

Movement Speed / Jump Height Modifiers

There should be three movement speeds and three jump heights. They would be represented by a Red, Yellow, Green labeling system. Yellow means default movement speed or default jump height. Red means moves slower or jumps lower. Green means moves faster or jumps higher.

The movement speeds and jump heights are independent of each other so you could have someone with Red movement speed but Green jump height.

They would be represented in the loadout box by coloring certain parts of the Spartan. The arm color would tell movement speed and the leg color would tell jump height. Green arms and Red legs means moves fast but jumps low.

Damage Resistance

Damage resistance could use the same color coding system where Yellow is default, Green is tough, and Red is weak. In the loadout box the Spartan’s chest color would show his damage resistance.

Invasion

Invasion needs to become more class based using the movement speed, jump height, and damage resistance modifiers for different classes. The rest of Halo needs to be less class based as in no loudouts at all. Everyone starts with the same abilities and anything you need is a pick up on the map. This type of approach would drive gameplay, of Invasion vs other gametypes, in two very different and very interesting directions.

Update 1
Heavy Weapons

Close Quarters Heavy Weapons

Flame Thrower - wide field of effect, low damage per second, flame animation obscures vision

Cryo Streamer - shoots a stream of liquid nitrogen, small area of effect, high damage per second

Long Range Heavy Weapons

Mini Gun - wide field of effect (bullets spread out), low damage per second

Gauss Cannon - small area of effect, no splash damage, high damage per second

Explosive Heavy Weapons

Missile Pod - low ammo count, decently fast rate of fire, can lock onto vehicles, effective to mid range without lock on, missiles cause mild splash damage, high damage per second

Update 2
Equipment

All equipment utilizes a vital piece of technology called an “Energy Cube”. A Energy Cube provides the necessary energy for all equipment to function. Energy Cubes function as a one time use ammo for all equipment. Weapons would be swapped by holding X. Equipment would be swapped by holding Y. If you kill someone with equipment they will drop their equipment. You will be able to walk over their body and swap your equipment for their equipment.

Equipment In Invasion

In Invasion, your class would spawn with a single use of that class’s equipment. Killing an enemy, and walking over his body, would provide you with another Energy Cube (which would fit inside whatever equipment you were carrying) allowing you to use your equipment again. Essentially you would be allowed to use your equipment once off of spawn and once for every enemy you killed and walked over. Energy Cubes could be a pickup on the map as well in Invasion game types.

Equipment in Normal Game Types

You do not spawn with any equipment.

If you walk over an equipment pick up on the map when you possess no equipment you will automatically pick it up.

Once you use equipment you do not lose it. You only lose the Energy Cube that powers it.

Killing an enemy with unused equipment, and walking over his corpse, would provide you with another Energy Cube.

Energy Cubes would be the ammo of equipment.

You could not hold more than one Energy Cube at a time.

Types of Equipment

Camo Shield - Similar to Drop Shield but instead of protecting the contents of the bubble from damage it makes the contents invisible. It could be used to hide infantry or vehicles. For example: You park a Warthog outside of the enemy base waiting for your team mates to emerge with the flag. While you wait, you jump out of the Warthog and drop a Camo Shield next to it to make you and your Warthog disappear.

Thermal Vision - This pickup allows you to see enemies through walls. It has a short duration. It masks sounds and slightly blurs vision when in use. (like when enabling pointer trail on your mouse, this would occur to anything that moved on the screen).

Sludge - When deployed it creates a small pool of viscous liquid that slows the movement speed of any player while he moves through it. Sludge pool is flammable and can be ignited with certain weapons.

Flash Mine - Temporarily blinds players in a close vicinity to it when stepped on or driven over. Can ignite Sludge if exploded within the Sludge pool.

Bullrush - Gives a single, unassisted (no aim assist) extended melee lunge. Similar to a sword that doesn’t lock on. For example if you were a few feet away from someone (Shotgun range) you could use this Equipment to quickly charge at them with an extended distance melee lunge. Similar to a sword that doesn’t lock on. Would only break shields if hit from the front.

Update 3

Grenades as Power Weapons

Remember the spike and fire grenades? Make those two grenade types more powerful and feature them as pick ups on the map. Frags and plasmas could be spawned with but never spike or fire because they are “Power Grenades”. Each direction of the D-Pad would be dedicated to a certain grenade type. If you wanted to switch to frags you press right on the D-Pad. If you want to switch to plasmas you press left and so on.

Fire grenades would create a small pool of ignited napalm that would cause damage to an enemy standing in it or moving through it. If you hit an enemy directly with a fire grenade it would catch him on fire and cause damage even after he was no longer standing in the pool. This could also be used in conjunction with the Sludge equipment to ignite the larger pool of sludge on fire.

Spike grenades would be the insta kill grenades. When one exploded it would send out spikes in all directions. The arrangement of the exploding spikes would be somewhat random so it is possible that you would not be hit. If you were hit it would kill you instantly. The flying spike that impaled you would carry your ragdolling corpse into the nearest wall and stick you to it.

The damage on fragmentation grenades would be toned down as to not be power weapons themselves.

Plasma grenades are good how they are. Insta kill if you stick someone but not a large damage radius if you don’t.

I like some of your points such as the weapon modifiers and different weapon skins. I am not sure a lot of people would like all of the different ways to use certain weapons though. It would really be interesting to see though. I would suggest you also post this in the Official Feedback Thread: Link So that 343 can take a look at it if you haven’t already.

Some very good ideas and some not so good IMO

I like the idea of changing weapo stats, I think this could be taken much futher. I can’t think of a reason not to have coloured weapons, though it seems like a pretty useless gimmick rxcept maybe if you wanted to camouflage your gun in a dark map or something…

Honestly I don’t see why the secondary fire modes shouldn’t just be replaced with fully customisable weapon stats.

Love the idea of loadouts with custom traits…most of these ideas are ones I have thought of before. They’d be great for custom games. The idea I had was having a beserker loadout with a gravity hammer and fast movement speed, high health, but low shields.

I’ll edit the post as I read more. But so far I like what I see.

I like the double jump idea as long as you have a thruster pack, if not it will just screw with the cannon completly. I’m not so sure about sprint though, it would most likely reduce the default movement speed to compensate, which in turn reduces the strafe speed, reducing the skill gap.

I like the idea of bieng able to set range limits. This would also remove the “randomness” people complain about with bloom and spread. You know the range of your gun from the get-go and when it will fail you.

I’m not sure about the idea of the red/yellow/green loadouts as they limit it to three options. Maybe have different shades of green to yellow to red to signify strength so your not limited to just weak, medium and strong.

YES BRING THE FLAMETHROWER AND MISSLE POD BACK NAO!!!1

I don’t agree with many of the alternate fire modes.

Not giving your opponent a damage indication, for example, is a bad idea.

Many secondary features would best be achieved by implementing several weapons too, such as the BR AND DMR, and both SMGs.

Double jump is extremely outdated too, and I still don’t think there’s a problem with H3’s floaty jump.

All in all, pushing too far away from Halo for me, but you might find some support.

This is the third time I’ve seen you make this thread pertaining to the sprint and double jump thing. Luckily, the rest of your ideas are new. I personally don’t approve of most of them, but at least it’s a new perspective. As for custom game options, the more the merrier. As long as components the community have been asking for for years (like individual weapon damage modifiers, etc) I’m fine with all that can be fit into the game in that regard.

I can’t help but think about Super Smash Brothers when I hear ‘double jump.’ Not something I’d want to mix with Halo but hey, to each his own…

I respectfully disagree with many of your points. Double jump makes no sense. Jump height should be the same as previous halos, without double jump. Not because I don’t like change, but because it worked well.
Armor abilities have no place in Halo 4. Whenever I think of halo, I think of simple game play. Sprint is nice, but should be unable to be used in actual fighting.
I like the idea of primary and secondary fires. However, I believe these should be on precision weapons only. For example, the Br/DMR should have a 3 shot burst mode and a singly shot mode. The Pistol should have a normal pistol mode and a slower fire rate yet stronger pistol. The sniper should have fast and normal firing modes. Faster sacrificing accuracy (if the sniper is the only weapon you have, and someone is at medium/close range).
I dont think it would work well with other weapons. If an AR fired a 6 shot burst, I would rather use my pistol. Things like that.
Im not sure about weapon skins. I guess there is nothing wrong with it, it would just be something that would after time annoy me. People would make me play custom games with a pink pistol or something.
The damage modifier for individual weapons would be awesome.
Attaching scopes to weapons? I really, really, don’t want that anywhere in halo. Takes too much inspiration from…Certain other games.
Noise level modifier seems fine. Nothing really worries me about it, even though its not a feature I would personally use often.
There are already very good movement speed/jump modifiers, I don’t think there is any reason to change that system. However, an addition to change acceleration speed would be nice.
Damage resistance-Some thing. You can just modify health or shields. However, damage resistance to certain weapons would be a nice setting.
I think the flamethrower should definately be back. I can’t imagine why it was removed in reach.
As for your other suggestion, it should be gas nitrogen. Would be cooler and work probably better. Still have a smaller AOE than the FT though.
Mini gun. OF course, however I think it should have its own twist to it. Maybe a mini gun could be mountable on a mongoose, or something. Of course, it should have an overheat time.
Missle pod-same thing as flame thrower.

Your halo 4 is not my halo 4, at all. As we both already know. But if halo 4 HAD to be like this, these suggestions would make halo 4 a definate buy for me.

> I like some of your points such as the weapon modifiers and different weapon skins. I am not sure a lot of people would like all of the different ways to use certain weapons though. It would really be interesting to see though. I would suggest you also post this in the Official Feedback Thread: Link So that 343 can take a look at it if you haven’t already.

Thanks. I’ll take a look and post it over there. Maybe somebody up there will hear lil ole me.

I like some of your ideas, but others, not so much. The idea of individual weapon settings are cool, but I’m not a fan of all of your details. Secondary fire is an alright idea, too. I would rather something like a Halo 2 Battle Rifle; no spread, hitscan, 4 shot kill. The secondary fire would be a fully-automatic weapon much like a mix between the Halo 3 and Halo Reach Assault Rifle. The difference would be the 36-round magazine, and the scope.

A single “utility rifle” like that would refine the sandbox more, and eliminate gametypes such as BR/DMR or AR starts.

No customizing weapons. Once again this is Halo not cod. I want a classic but new halo. Level battlefield. Skill over your weapons stats

i dont think sprint should be in halo 4 i think all armour abilities should be removed and i mean it. sprint creates the ability to run away when one shot. this could reduce the oppertunity to get sick kills and could also slow the game pace. keep it halo 1 2 and 3 set run speed set jump (by the way this is ok because your complaining about people learning the hight of the one jump…thats all about becoming better at the game it would be dumb if you could double jump) halos 1 2 and 3 were what made halo…halo reach was garbage and couldnt be taken seriously and thats why there no ranking system. I think bungie made halo reach like a call of duty game. i think they did this because at the time call of duty was becoming very popular. but this was because it took bungie like 4 to 5 years to come out with another game (halo reach) and when they came out with halo reach they make it like COD because they wanted to try and take some of those fans…this made COD fans laugh at halo and halo reach just embarrassed halo fans…halo reach is just a shame and never should have been made. instead bungie should have just expanded on halo 3 adding new equipment, maps, armour, graphics, weapons, and maybe a few fixes with splash damage and weapon damage…thats all i got

> Thanks. I’ll take a look and post it over there. Maybe somebody up there will hear lil ole me.

Sure. I just mentioned it because it looks like you put a lot of work into it and I’d hate 343 not to at least take a look.

I really like this
But when it comes to double jump I will always say the same thing:
When you jump your height should be determined by whether you tap, hold, or hold for a longer time.
Think mario.
Tap is like a little kick off the ground… maybe a foot in the air
hold is like Reach you’re just tapping it but you wait to let go for about half a second vs a quick tap… you know what I mean
A tap and hold is like Halo 3 status

You can… fix that if you want:)

I like the double jump idea very much, but maybe replace sprint with a less dramatic form of evade. More ways of dodging incoming fire makes it possible to have more powerful weapons, thus making the game more fast paced and skill dependant.
Add secondary fire modes and double jumping to Halo and you effectively turn it into Unreal Tournament, which is not good idea IMO, Halo MP should stay as simple as possible, while at the same time being very competitive and versatile. (I’m game for more customization and options though!)

But as said, the double jump idea is very nice, I remember playing Quake3 mods that had it (up to 5x double jump :P) and it is certainly a functional concept!

> I really like this
> But when it comes to double jump I will always say the same thing:
> When you jump your height should be determined by whether you tap, hold, or hold for a longer time.
> Think mario.
> Tap is like a little kick off the ground… maybe a foot in the air
> hold is like Reach you’re just tapping it but you wait to let go for about half a second vs a quick tap… you know what I mean
> A tap and hold is like Halo 3 status
>
> You can… fix that if you want:)

That is a fun idea, but I dont think it would work too well, as jumping is a major part in combat situations, how would you aim and jump high at the same time? (Ofcourse they could change the jump button to a more comfortable one, but yeah…)

Update 2 includes Equipment.

> I like the double jump idea very much, but maybe replace sprint with a less dramatic form of evade. More ways of dodging incoming fire makes it possible to have more powerful weapons, thus making the game more fast paced and skill dependant.
> Add secondary fire modes and double jumping to Halo and you effectively turn it into Unreal Tournament, which is not good idea IMO, Halo MP should stay as simple as possible, while at the same time being very competitive and versatile. (I’m game for more customization and options though!)
>
> But as said, the double jump idea is very nice, I remember playing Quake3 mods that had it (up to 5x double jump :P) and it is certainly a functional concept!
>
>
>
> > I really like this
> > But when it comes to double jump I will always say the same thing:
> > When you jump your height should be determined by whether you tap, hold, or hold for a longer time.
> > Think mario.
> > Tap is like a little kick off the ground… maybe a foot in the air
> > hold is like Reach you’re just tapping it but you wait to let go for about half a second vs a quick tap… you know what I mean
> > A tap and hold is like Halo 3 status
> >
> > You can… fix that if you want:)
>
> That is a fun idea, but I dont think it would work too well, as jumping is a major part in combat situations, how would you aim and jump high at the same time? (Ofcourse they could change the jump button to a more comfortable one, but yeah…)

I use bumper jumper. They can set that as the default just like they set the default melee button to the right bumper:)

Your equipment idea is… okay but :confused:

perhaps elaborate on what types of equipment you’d like to see… and this energy idea :confused:

I think it would be best to make it where you never spawn with these energy cubes and just make the equipment overpowered or just like the halo 3 equipment… then you pick up the cubes and if someone kills you before you can use it you drop the cube just like if it were a bubble shield in halo 3.

I’d rather just see the equipment from Halo 3 return to be honest… with more equipment choices… maybe custom equipment traits? Like you can make it so powerdrain makes your shields go down at 10% per second but you’re invisible… and have 150% weapon damage… so anyone can shoot you once in the head but you’re kind of invisible for a little bit… and can kill people in one shot less… as long as you’re by that powerdrain… could be good with snipers… you’re a one shot but so is everyone else (to you anyway) :smiley:

Just an idea… here’s some options I’d like to see:
Radius of effect/equipment
Duration of effect/equipment
Weight of equipment (will it fall at your feet or roll 8 feet in front of you down the hill?)
Health of equipment (how much damage it can take)
Size of equipment (can get as big as you want within reason)
Waypoint above equipment? (Well it could come in handy if you’re building a huge radar jammer and now they’re all running toward you with nothing but their eyes and ears;)

Effects: (these would work like checkboxes in that you can have multiple at once and they all have their own traits
Base player traits become: (goes to a submenu where you can customize traits that last even after you’re out of range of the equipment. You can set the duration for this.

Invisibility (options include Poor, Good, Perfect, and Reach. Perfect means you are completely invisible… no transparent textures… just poof. Gone.:slight_smile: )

Radar Jammer You can customize the dots, how fast they move, how they move (circular motion, straight lines, figure 8’s, mixed… realistic… ect.), if there will be multiple colors, and if enemies will still appear on radar.

Bubble shield: Options include: Radius, health regen/degen, and whatever else you can think of:) just add Base player traits within//

Yeah I’m done for now… but you get where I’m going with this…

Radial Base Player traits: Just the player traits within the radius.

Updated with some ideas for Equipment Types.

If anyone has any ideas for equipment in Halo 4 I would enjoy reading them.