How to improve custom game options

This is just fraction of what I’ve come up with so far. I thought up stuff like this since Halo 3.

Flag traits (Capture the Flag and others)

-While holding flag
__-Effect (Fire, electricity + etc.)
__-Holder traits change (On/Off)
____Off- Same as map traits
____On- User defined traits

-While airborne
__-Effect (Fire, electricity + etc.)
__-Drop rate

-While on cap. plate
__-Effect

-On melee
__-Damage
__-Effect
__-Temp. holder traits change

-On impact object / ground
__-Damage
__-Effect
__-Teleport animation
____-To location (Random/defined)

-On pick up
__-From enemy base plate:
____-Damage
____-Effect
____-Temp. holder traits change
__-From ground
____-Damage
____-Effect
____-Temp. holder traits change

-Can be dropped (On/Off)
__On:
__-Time to hold to drop

-Throw (On/Off)
__On:
__-Time to hold to throw
__-Throw distance

-Gravity

-Reset time
__-Duration
__-Affected by enemy (On/Off)
____On:
____-Distance XYZ Cylinder, Sphere or Box
____-Make reset happen faster (percentage or new duration)
____-Multiple enemies (how affected for 2+ enemies in distance)

-On reset
__-Teleport to respective base (On/Off)

-Bounce (On/Off)
__On- Coefficient of Restitution (Bounciness)

-Auto pick up (On/Off)
__On:
__-How long to hold to pick up
__-Distance XYZ Cyliner, Sphere or Box
__Off:
__-How long to hold to pick up

-Flag as weapon (On/Off)
__-Off: Flag is held regularly
__-On: Flag can be swapped with other weapons (Flag is on holder’s back while not being equipped)

-Flag aesthetics
__-Flag pole design
__-Emblem on flag

Ball Traits (Oddball, Assault, Grifball and others)

-While holding ball
__-Points earned per second (On/Off)
__-Effect (Fire, electricity + etc.)
__-Holder traits change (On/Off)
____Off- Same as map traits
____On- User defined traits

-While airborne
__-Effect (Fire, electricity + etc.)
__-Drop rate

-While on cap. plate
__-Effect

-On melee
__-Damage
__-Effect
__-Temp. holder traits change

-On impact object / ground
__-Damage
__-Effect
__-Explosion (variable)
____-Fly (Random/Directable)
__-Teleport animation
____-To location (Random/defined/cap. plate)
__-Magnetic (flies to nearest magnetic cap. plate)

-On pick up
__-From cap. plate:
____-Damage
____-Effect
____-Temp. holder traits change
__-From ground
____-Damage
____-Effect
____-Temp. holder traits change

-Catchable (On/Off)
__-On for ally
____-Damage
____-Effect
____-Temp. holder traits change
____AND/OR
__-On for enemy (interception)
____-Damage
____-Effect
____-Temp. holder traits change

-Can be dropped (On/Off)
__On:
__-Time to hold to drop

-Throw (On/Off)
__On:
__-Time to hold to throw
__-Throw intensity

-Reset time
__-Duration

-On reset
__-Explosion (variable)
____-Fly (Random/Directable)
__-Teleport
____-To location (Random/defined/cap. plate)
__-Magnetic

-Gravity

-Roll On/Off
__On- Variable friction

-Bounce (On/Off)
__On- Coefficient of Restitution (Bounciness)

-Auto pick up (On/Off)
__On:
__-How long to hold to pick up
__-Distance XYZ Cylinder, Sphere or Box
__Off:
__-How long to hold to pick up

-Picked up by player that killed holder (On/Off)
__On:
____-CQC only
______-Damage
______-Effect
______-Temp. holder traits change
AND/OR
__-Any player (long dist. = teleport)
______-Damage
______-Effect
______-Temp. holder traits change

-Color

Armor Abilities Customization

Promethean Vision
__-Duration
__-Distance
__-Intensity (How well it highlights enemies)

Thruster Pack
__-Duration
__-Intensity (Acceleration)
__-Drop rate

Hologram
__-Duration
__-Multiple waypoints (On/Off)
__-Reached last waypoint effect (On/Off)
____-Mimic user, -Yoink!-, jump or strafe back and forward

Jet Pack
__-Duration
__-Initial expenditure
__-Intensity (Acceleration)

Hardlight Shield
__-Duration
__-Size
__-Damage resistance

Active Camouflage
__-Duration
__-Intensity (How well camouflaged)
__-Radar scramble distance

Autosentry
__-Duration
__-Damage resistance
__-Rate of Fire and damage per shot

Regeneration Field
__-Duration
__-Size
__-Shield recharge rate

More custom games options would sure be lovely.

> More custom games options would sure be lovely.

With all the game options and mechanics I’ve made, there would be a million times more possible gametypes compared to how it is now. You could spend years on custom games and still be able find new things to do.

No one but one person responded to this? I guess everyone is too focused on posting trivialness. And then those people complain about others posting “nonconstructive” criticism. To be honest, most of the people’s serious opinions on here are about as constructive as putting a random stick in the ground and then claiming it’s the first step towards building a house.

On death:

Drop Tokens (On/Off)

-Token object
__-Selection from multiple objects
____-Size
____-Effect

-Drop multiple tokens (On/Off)
__On:
__-Multiple individual tokens are dropped
____-Equal to % of kills
____-Static number
____-Random number bewteen set range
__Off:
__-Only one token is dropped

-On impact object / ground
__-Damage
__-Effect
__-Explosion (variable)
____-Fly (Random/Directable)
__-Teleport animation
____-To location (Random/defined/cap. plate)
__-Magnetic

-Amount (multiple selections can be made; subsequent values are added together)
__-Equal to % of kills
__-Static number
__-Random number bewteen set range

-Expiration
__-Static number
__-Random number bewteen set range

-Auto pick up (On/Off)
__On:
__-How long to be in target area to pick up
__-Distance XYZ Cylinder, Sphere or Box
__Off:
__-How long to hold to pick up

Very well thought out post.

I will never understand why they wont let us customize every little detail, the game has plenty of capability.