For me, I’ve enjoyed Halo 5. It’s had its problems at the start, and the gamemodes are just now trickling into the game. But overall, I think this Halo has more positive than negatives in my opinion. That being said, I’m hoping Halo 6 will be a home run and take on some of the criticisms of Halo 5.
My ideas for Halo 6:
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Less reliance on Cloud for running the game. I understand the One is rather outdated. However, having no internet cripples the game. I’d at least like to see the base ODST/Reach style Firefight PvE added in with Offline capabilities. Even if Forge is online, It’d be workable as long as Firefight was offered offline solo.
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More gamemode support at launch. See Halo 5 now (Plus infection) this is the content that needs to ship at launch. A good first impression is much better than scrambling trying to make up for a lack thereof. If we can get Halo 5’s current selection plus Infection(which is upcoming) and a FFA Oddball option in Halo 6 at launch I think it’ll go over well. Headhunter and VIP are good recommendations, but are not as core as our current selection.
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A couple more playlists. Our playlist selection is decent, but I would like to see in Halo 6 (on top of current playlists)
- Infection
- Lone Wolf (No parties.)
- Action Sack. (In addition to weekly rotational playlist.)
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Social Playlists with no Stat Tracking (aside from kills and games completed.) I get stat tracking, and I like it for ranked playlists. However, there is no escape, no ability to not have to play sweaty 24/7 without taking a stat hit. Social playlists without stat tracking would also for relaxing and experimentation rather than just being ranked basically. I would keep matchmaking relatively similar to rank however.
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5% slower TTK on non power weapons. I’m hovering closer to 5% in my opinion, I’d like to see gunfights slow down just a tiny bit.
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Increased Vehicle resistance to small arms fire, as well as UNSC flying vehicle(s).
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Removal of Spartan Charge. It’s not super overpowered, but it is frustrating and needs to at least be slightly adjusted.
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Slightly reduced sprint speed to allow slightly less stretched maps.
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Reduced Horizontal Ground Pound Distance. Increased Damage (think of Crysis 3 Air Stomp.)
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Matching Secondary Colors on ALL armor sets. No more significantly darker secondary colors. No more unchangeable white or blue lines.
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Less Vibrant Spartan colors. Think slightly more washed out and scratched.
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Slightly darker Grey colors (think pre-patch steel) and very slightly darker ‘Pepper’ Also a darker, more washed out Olive Green than ‘Moss.’
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Improved Depth of Customization
1: Preferred 2: Most Modest Recommendation
1a. Head 2a. Head
1b. Chest 2b. Torso
1c. Shoulders 2c. Arms
1d. Gauntlets 2d. Legs
1e. Codpiece
1f. Legs
Colors
:Preferred
a. Armor Primary
b. Armor Secondary
c. Armor Primary Tint (Combine Two Primary colors. The Tint is a slight hue on top of the Primary like ‘Pepper’ tint = darker color. Aqua tint = light blue faded on top of primary.)
d. Armor Secondary Tint
e. Visor Primary (Inner)
f. Visor Secondary (Outer Edges)
g. Emblem Location (L/R Shoulders, L/R Chest, L/R Back.)
h. Undersuit Black Toggle (Overrides primary and secondary Undersuit colors with the slightly darker ‘Pepper’ undersuit/)
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Improved Brightness option.
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Reworked Banhammer: You get:
- One quit a day.
- One quit a week.
- One quit a month.
Used in order from least to greatest, each resets as its name suggests. Using the monthly quit results in a ‘warning message’.
This is just my thoughts.