This is a suggesiton for the campaign in the future. Expand on the open world area and add new features with it.
The suggestion is none story open world islands which have smaller missions in them with self contained plot lines. WIth the story behind them being the rings auto repair systems are slowly working bringing new fragments back into place.
DLC 1: Banished woods.
Start: this starts after the campaign is completed, with the weapon making a note of a new fraction of the land drifting close to the south. An FoB is detected… and Active via the UNSC battle net. Do to the distance the pilot has to fly you there, so you need to return to the main base outpost to take a trip.
Forested world
the new open world section is a large forest with 10 FoBs, 5 new HvTs, several new spartan cores and cosmetics, including unique armor and decals additions.
The story would start with the pilot landing you at the active FoB in a cutscene you can see an allied scorpion tank firing on and destroying a banished Iornclad wraith (new wraith variant for this area.) An ODST leading the charge in holding the FoB. on landing he is stunned but shakes it off. Stating something like “Chief your alive… wait… we can talk later… we need to hold off this assault. Till the engineers activate our secret weapon.”
This starts a defense section where you must hold off the banished who come in in waves, the good news if you are not alone a large group of marines are holding the place including a few on mounted MGs, a rocket hog turret, and an active scorpion tank which you can take over if you want.
The attackers are mostly normal banished but you get a sight of their two new infantry classes in this. The banished demolitions expert, armored with a heavy EXO jet pack, and a bruit shot these guys are not something to ignore. And the Grunt heavy, which deploys a few scrap cannons, though one has a SPanker.
Along with this there are two banished wraiths that attack. AS the fight goes on the engineers would complete their task and two large structures near the FoB would activate these are shown to be halo wars 2 style base turrets, in their default config.
Once those are up the ODST will brief chief on the situation. They have been fighting the banished sense the distruction of the infinity. They are low on man power and ammo, and looking for any advantage they can find. And advantage they found, a Firebase that was deployed at the start of the conflict is still active the problem is it is under banished control. If they can take it back they might stand a chance. That said there are also several FoBs that need retaken in the area, and a few banished bases.
from here the game opens up. there are 5 main story missions in this, each one giving you more and more marine allies, and adding to the FoB’s in some way.
The first one involves you taking back the fire base, which has both an exterior Open world section and a rather large interior CQB focused section. Once it is taken back it acts as an FoB on the outside and has a large marine prescience.
The second mission involves pushing back the banished in this area, as they have a facility up armoring wraiths into what the soldiers call iron clad wraiths, they have been trying to take it off line for a while but with this FoB they might have a chance to hit it with a tank assault of their own. The problem is they need something special A grizzly tank, Unlike the other scorpions the Banished where not scrapping those. the problem only two made it off the infinity, and only one of them is in the area.the next mission is to break into a vehicle depot and drive the grizzly out of it, in this mission you have several ODST allies and scripted scenes with them.
The third is a tank assault on the ironclad wraith production facility a lot of tank on tank combat, with allied scorpions pushing with you, hogs and wasps providing air support.
The final mission is technicly a part two of the third where you end up fighting in teh facility only to find a half finished scarab which you have to fight in a rather interesting boss fight where you need to destroy banished engineers trying to repair it. And its hunter support.
NEW ENEMIES
while no new spieces appear, Engineers make their return in this region repairing banished vehicles, granting over shields to infantry, and EMPing any air vehicle you bring near them. Watch out, they may not attack you directly and infact will surrender if all hostiles are killed around them, but they can buff the enemy heavily.
Out side of that you have Brute grenadiers armed with bruit rifles and a heavy EXO, they are shielded armored, and able to lay down teh pain vs both ground an air units. Along with them are also Grunt heavies which can deploy gun emplacements, and are armed with fuel rod cannons, spankers, and hydras.
WEAPONS
this expansion doesn’t have much in the way of new weapons, including only a few. To list them these weapons are the following.
Fuel rod gun: modified for a flak rule these have a proximity detonator and light tracking against air.
Bruit shot: the ultimate in light armor destroying grenade launchers.
UNSC SMG: comes in two types the standard and ODST, the ODST has a scope suppressor and smaller cone of fire.
Beam rifle: the only thing worse then jack snipers is jackal snipers armed with beam rifles.
though these would not be the only weapons, but we will talk more about those in the HVT section of the idea bellow.
VEHICLES
Only two new vehicles come with this, the Ironclad wraith a heavily armored wraith that can not be boarded, once its crew is inside they are not coming out. Guess that is why it is crewed by swarms of worms instead of a normal crew. They have more health, more armor, and replace both weapons, their main gun being replaced with an incendiary mortar that lights the ground aflame, and their support gun is replaced with a banished auto turret.
The other vehicle is the UNSC GRiZZLY like the ironclad it can’t be boarded, unlike the ironclad it has a 3 person crew. the driver/main gunner, the MG gunner up front, and the support gunner in the back(fires lock on missiles) Only one exists and it is story based but you can call it in at FoBs after the story is completed. If destroyed you have a timer on it before it is repaired unlike other vehicles.
HvTs
With new land comes new high value targets and these ones work to bring the pain. each with a new way of thinking.
Greg
Brother to Craig, Greg is a banished soldier with a habit of throwing grunts and coils at his targets. He has a large grunt support group all set to blow themselves up on his command. Weapon wise he is armed with a unique Hydra called the fire fly.
Fire fly: this hydra is loaded with incendiary missiles, lighting targets aflame and quickly killing those hit (2 shot kill instead of 3 if in MP terms.)
Skymaster Yid-Tar (name random based on wiki names)
A female jackal that isn’t a skirmisher, Yid is wanted for leading raids on UNSC space after the human covenant war. A unique part of this is the jackal is actively flying a banshee. her banshee is unique as well.
Sky harpy: a unique banshee which has its banshee bomb replaced with twin plasma caster firing systems allowing it to blanket an area with plasma grenades. this comes at a cost as its main plasma cannon was gutted. fire modes are lock on and dumb fire.
PvT. Warshire
what is this a human HvT, Davis Worshire seems to be the leader of a small squad of turn coats who have joined the banished in the wake of the Chiefs exploits. Armed with a unique Ma40 demolitions. he is still just a marine.
Ma40 Demolitions: An Ma40 with a grenade launcher, instead of a zoom alt click swaps fire mode between a 30 round automatic weapon and a single fire grenade launcher that uses 40mm grenades.
The shadow
We don’t have any intel on this one other then they are an elite. be warned they are always cloaked and keep a squad of cloaked allies with them. Oddly enough intel is sparse on this one, though we do know they have a beam rifle.
Assassins lance.: A beam rifle that cloaks the user while they are crouched and not moving.
WARLORD YETEE
With the banished leadership dead several warlords have popped up trying to take command Yetee is one of them, which is surprising as this grunt is well a grunt. that said a good chunk of the banished in the are do follow him and no one can quite tell why.
note: this one is unique as he is safe in a bunker of sorts and sends his minions after you upon you getting close. Once the weapon hacks into the bunker he surrenders, killing him is optional. IF you don’t kill him he will cloak and flee. Unlike others he doesn’t use his unique weapon but it is seen at the entry on the ground as he dropped it upon learning chief was after him.
RED scar: a unique plasma pistol with a red paint job, it fires red bolts of plasma instead of green. Its overcharge shot can EMP vehicles.