Simple question, please list what you feel should be added/removed to this upcoming Halo and future Halos that is reasonable and suits gameplay and canon.
What I’d like:
-Using the Xbox One’s tech to improve enemy AI intelligence, strategy, and difficulty but keep fun and reasonable gameplay
-Enemy variety
-Team and enemy CPU/bots
-More unique weapons
-More weapon skins for load out weapons
-Return of the flood
-New forerunner enemies
-Return of past Halo vehicles such as revenant, scarab, falcon, hornet, etc
-Improved and more unique maps
-Maps with interactive environments
-Forge budget raised
-Interactive buttons, doors, etc added to forge
-Terrain editor mode that partners with forge
-New custom games options as well as return of old options from past games
-Return of infection
-More playable species (elites, spartans, maybe brutes, etc)
-Remodeled multiplayer matchmaking experience
-Return of firefight as well as objective based gametypes involving enemy AI
-Release of a BETA for future Halo games
-Improved theatre mode for all gametypes (campaign, MM, forge, etc)
-First person option for vehicle drivers, passengers, and gunners
-Rebalanced AAs that have a more practical use for team and user-only benefit
-Enemies have to reload and can run out of ammo
-Return of bullet travel and removal of hitscan
-Automatic and plasma weapons headshot capable with damage and weapon function changes to suit gameplay
I am supriced you didn’t said i want this and this from ( Halo 1 - Halo Reach ) but i agree sounds good.
-Remove sprint, 120% base speed.
-Remove flinch, descope.
-Arena maps like Majestic.
-Custom loadouts should remain but should be simplified.
-Rebalance Armor Abilities
-Entirely redo the Forerunner sandbox to be more unique.
-More custom game options.
-Map editor to replace forge.
-16v16 vehicular warfare.
I’ve heard that people have problems with the jetpack.
Why not turn it into a “jump pack”? Where it provides you with a second jump in mid air. It’d still have functionality and would take away quite some problems people have with it, I suppose?
Definitely full AI support for custom games.
Also the inclusion of AI in Forge.
> I’ve heard that people have problems with the jetpack.
>
> Why not turn it into a “jump pack”? Where it provides you with a second jump in mid air. It’d still have functionality and would take away quite some problems people have with it, I suppose?
That’s a good idea, but I’d rather it be something that would basically be thrusters in an upward direction.
> -Remove sprint, 120% base speed.
> -Remove flinch, descope.
> -Arena maps like Majestic.
> -Custom loadouts should remain but should be simplified.
> -Rebalance Armor Abilities
> -Entirely redo the Forerunner sandbox to be more unique.
> -More custom game options.
> -Map editor to replace forge.
> -16v16 vehicular warfare.
Why not 32v32 or more also? 
I know this is going to sound silly but what if instead of evade being an armor ability, what if it was a move. Like lets say your sprinting and you press the crouch button, you would automatically go into an evade. Vise verse as well for those of you that are incognito.
tl;dr : evade by pressing sprint and crouch at the same time.
> I know this is going to sound silly but what if instead of evade being an armor ability, what if it was a move. Like lets say your sprinting and you press the crouch button, you would automatically go into an evade. Vise verse as well for those of you that are incognito.
>
> tl;dr : evade by pressing sprint and crouch at the same time.
Better idea, remove sprint and make evade the new sprint.
Easier to use, and better overall.
> Why not turn it into a “jump pack”? Where it provides you with a second jump in mid air
Still fundamentally broken.
> > I know this is going to sound silly but what if instead of evade being an armor ability, what if it was a move. Like lets say your sprinting and you press the crouch button, you would automatically go into an evade. Vise verse as well for those of you that are incognito.
> >
> > tl;dr : evade by pressing sprint and crouch at the same time.
>
> Better idea, remove sprint and make evade the new sprint.
>
> Easier to use, and better overall.
>
>
>
> > Why not turn it into a “jump pack”? Where it provides you with a second jump in mid air
>
> Still fundamentally broken.
Your saying making a persons hit-box smaller by having them evade is better than a person running?
I’m sorry but removing sprint would make gameplay slower. Try playing Halo 4 without using sprint, or try going back and playing old Halo titles. You’ll miss it, trust me.
> Your saying making a persons hit-box smaller by having them evade is better than a person running?
>
> I’m sorry but removing sprint would make gameplay slower. Try playing Halo 4 without using sprint, or try going back and playing old Halo titles. You’ll miss it, trust me.
No, just replace evade with a sidestep, slide, etc.
-Yoinks!- sake. I’ve played Quake, Team Fortress 2, Halo CE, Halo 2. I still play Halo PC when I can find a non-laggy server. These games all play perfectly fine without sprint. In Halo CE it feels like you are sprinting all the time.
Halo 3 and Halo Reach do not qualify as properly executed Halo titles because they were slow as molasses. Using them as a basis for arguments favoring sprint is flawed.
Sprint slows gameplay. People only look at “Oh hey I go temporarily faster”, they do not look beyond that and see all the other implications the mechanic has.
Anyone who has ever made any argument in favor of sprint should be tied to their chair and forced to play a myriad of 90’s shooters for hours on end. It’s the only way to get the point across.
> > Your saying making a persons hit-box smaller by having them evade is better than a person running?
> >
> > I’m sorry but removing sprint would make gameplay slower. Try playing Halo 4 without using sprint, or try going back and playing old Halo titles. You’ll miss it, trust me.
>
> No, just replace evade with a sidestep, slide, etc.
>
> -Yoinks!- sake. I’ve played Quake, Team Fortress 2, Halo CE, Halo 2. I still play Halo PC when I can find a non-laggy server. These games all play perfectly fine without sprint. In Halo CE it feels like you are sprinting all the time.
>
> Halo 3 and Halo Reach do not qualify as properly executed Halo titles because they were slow as molasses. Using them as a basis for arguments favoring sprint is flawed.
>
> Sprint slows gameplay. People only look at “Oh hey I go temporarily faster”, they do not look beyond that and see all the other implications the mechanic has.
>
> Anyone who has ever made any argument in favor of sprint should be tied to their chair and forced to play a myriad of 90’s shooters for hours on end. It’s the only way to get the point across.
But what if you’ve played said games and still like the idea of a temporary speed increase rather than faster base player movement?
> But what if you’ve played said games and still like the idea of a temporary speed increase rather than faster base player movement?
Then bunny hopping should be added to the game. 
I think Halo would benefit greatly with more Campaign story-telling methods.
In other games you’re able to pick up notes, recordings, and videos that chronicle other characters’ stories, adding more depth and explanation to the one you’re playing. It’d be cool if you could pick up and download audio, video, perhaps text files into your armor from various sources (Forerunner and Covenant terminals, human recorders) and play/read them whenever you want.
However, unlike the Terminals so far, they’d need to be much more “in the way”. Easier to find, though perhaps some could remain a bit hidden.
> But what if you’ve played said games and still like the idea of a temporary speed increase rather than faster base player movement?
Wait for the “Then you can’t possibly be a TRUE Halo fan” response.
Sprint is never as bad an idea as these people would like everyone to think. “They’ll use it to escape my clutches”, primarily, overlooking that they slow down when shot. If they escape even then… well, probably need to practice aiming better.
On the one hand you get a temporary speed boost, allowing you to get places faster. On the other, you lose the ability to shoot and the seconds between stopping and raising your weapon often result in losing the firefight rather early. Or, you could walk around at normal speed, allowing you to shoot any sprinters before they can hit you. It’s a choice between two movements each with their benefits and drawbacks, and adds a little more depth to multiplayer.
How about unarmed/knife combat? Weapons can be knocked out of hands from an intense explosion or two players meleeing each other at the same time. Then it’s a knife fight with cool fight techniques.
> > > Your saying making a persons hit-box smaller by having them evade is better than a person running?
> > >
> > > I’m sorry but removing sprint would make gameplay slower. Try playing Halo 4 without using sprint, or try going back and playing old Halo titles. You’ll miss it, trust me.
> >
> > No, just replace evade with a sidestep, slide, etc.
> >
> > -Yoinks!- sake. I’ve played Quake, Team Fortress 2, Halo CE, Halo 2. I still play Halo PC when I can find a non-laggy server. These games all play perfectly fine without sprint. In Halo CE it feels like you are sprinting all the time.
> >
> > Halo 3 and Halo Reach do not qualify as properly executed Halo titles because they were slow as molasses. Using them as a basis for arguments favoring sprint is flawed.
> >
> > Sprint slows gameplay. People only look at “Oh hey I go temporarily faster”, they do not look beyond that and see all the other implications the mechanic has.
> >
> > Anyone who has ever made any argument in favor of sprint should be tied to their chair and forced to play a myriad of 90’s shooters for hours on end. It’s the only way to get the point across.
>
> But what if you’ve played said games and still like the idea of a temporary speed increase rather than faster base player movement?
Then you pick up a speed boost power-up before the other player gets it.
> Sprint is never as bad an idea as these people would like everyone to think. “They’ll use it to escape my clutches”, primarily, overlooking that they slow down when shot. If they escape even then… well, probably need to practice aiming better.
My gun kills them in 1.4 seconds.
They can run to cover in a single second.
We stretch out the cover. Now, they can’t run to cover, but shooting and trying to get to cover at the same time is pretty much impossible because of the slow walking speed vs the time it takes to reach that cover.
The game goes from moving and fighting to move-move and fight in a very small radius-move again. It breaks the flow of the game and makes it a lot less immersive for me.
> On the one hand you get a temporary speed boost, allowing you to get places faster. On the other, you lose the ability to shoot and the seconds between stopping and raising your weapon often result in losing the firefight rather early. Or, you could walk around at normal speed, allowing you to shoot any sprinters before they can hit you. It’s a choice between two movements each with their benefits and drawbacks, and adds a little more depth to multiplayer.
You lose the ability to shoot and potentially give the enemy time to escape for a speed boost that is unnecessary in true arena maps. The sprinting ability serves no point on maps that are small enough where movement speed isn’t a nuisance.
Furthermore, the first time you switch to your secondary takes longer than any subsequent time because of cocking it. Is this true depth? No, it’s simply a nuisance and a gimmick. Anyone can switch to their secondary a single time, likewise anyone can determine when it is and isn’t safe to move.
What they can’t determine is when someone is randomly going to round the corner and catch them with their weapon down.