> Campaign: I don’t mind the chief being alone the whole time, but I’d like to get the sense that other stuff is going on, something very absent from Halo 1 and at times, Halo 2. Halo 3 and Reach did well, I think, in showing that there was more going on that what you saw as the player. We know that the UNSC is going to be a major player in Halo 4, so I’d like indicators that the UNSC is there, in the form of radio chatter if nothing else.
>
> The Sandbox: I liked everything I heard from this end. I am tempted to change the BR to single shot, make it more of a ranged weapon than the Combat Rifle, but that’s me. I’d be fine either way.
As for the Chief being alone, I was throwing out all pre-known information here. This is how I would want to run the show. I think maybe showing that the UNSC had BEEN there wouldn’t be so bad, but just showing up and realizing the UNSC practically have a city there is just…It ruins some of that mystery.
It’s like “Oh wow! New planet! New world! Holy sh-…Oh wait, the UNSC is here. Oh hi guys. Oh wow you have all this equipment. So you’ve figured it out already? Okay…Well…I guess I’ll go do missions for you and stuff.”
POOF. There goes all sense of mystery and wonder that was built up since 2007 about the new shield world. You don’t get to explore it on your own, you have ONI or the UNSC watching your back. No fun! I honestly think this was a huge blunder on 343s part.
I’m really glad people are liking the idea of the Combat Rifle. Again, I can’t take total credit for the idea, but I did come up with a lot of the mechanics myself. I think it’s an absolutely stonking BRILLIANT concept, and one 343 should really pay attention to!
> I don’t agree with a button dedicated to switching fire modes. Too much though for the player and too hard to balance, like optional dual wielding.
This was a bit of a dilemma for me as well. I didn’t like the idea of only including it on one weapon, but I felt the need for the Combat Rifle to have the option of Full Auto. The other way I was thinking of doing this was to set a ‘cadence’ through Bloom implementation. I.e, you could fire the bursts faster than the full reset. This would allow you to spam it like an automatic at close range, and then use the cadence at mid range for headshots.
The problem I ran into with that is that you could potentially spam a headshot with the burst fire mode. I didn’t want that. I get that this is a complicated weapon design, but I think the switch is for the best.
As for some of your other points about MM and AMs, those were all theoretical abilities. I just wanted to give the reader a sense of what I wanted to go for with a decent number of examples. I gave them enough thought to not make them overpowered or game-breaking, but if I really were in charge of Halo 4 I seriously doubt all of those would be in the game.
> I’ve been reading this, and I just hit the spot where you proposed morphing the jetpack into a jump-pack of some sort - a double jump. I just stopped back in the thread to say “Yes.”
Hi Zome!