Well if it were just plain cater to me specifically, which isn’t what I meant but if im speaking from a hypothetical stand point may as well go all in not limit myself to expectation of reality right?
Put less emphasis on competitive sandbox viability and more on chaos.
Relegate sprint to a pick up and up its utility, increasing slides time and momentum conservstion on the jump out making it a mechanic with more i.pact but not a base trait.
Rework the electricity.
Stun stutter be introduced assumedly via the PR.
Differentiate brute plasma by removing this in favour of fire properties.
Greater emphasis on true sandbox physics more variety in how movement is effected by map.elements over all.
Dual wield as a core feature with sandbox consideration focused on it.
Emphasis on more equipment that alter rules of engagement over equipment driven alternatives to core loop.
A vast expasion of the heavy support class in the sanbox.
Drop clamber as a base trait.
Perhaps an investigation into clamber and mantle points that give low skill movement options in map navigation but encourage multidirectional fluid movement in high levels of play.
Cutting the fat off mechanics that serve only to remove immediacy in the core loop with excess steps presented as mechanics
And a much larger inclusion of unique utility traits in weapon design instead of just designing by niche.
And reworking of how balance is brought about.
The AR for example recieves so much of its dominance through its ease of use and retention of under fire, im not against the ARs strength at all in infinite it just feels the approach to how the weapon sandbox is balanced as a whole needs to be reevaluated and it serves to be an example of that.
More experimental level designs.
Infinites map pool is great but they feel homogeneous by design and id like to see a greater level of risk in approach.
Make equipment limited use in campaign and not design with the crutch of the grapple shot.
Obviously not popular opinions but essentially my expectations for a new game are quite different from op.
I think infinite made interesting and good choices and can be iterated upon but its far from the base core gameplay d like to see for the series going forward.
And as stated above, the open world not bothered one way or the other.
Probably prefer smaller hubs than a true seamless open world for halo.
Theres merit lots of good ways it can expand but infimite even without production issues proves that it is missing the forest for the trees in areas.
Edit:
Id also change the health system ideally.
Maybe not packs but definitely something to create more stake.