Hopping this is under 7000 characters…
Just my thoughts for taking the whole system of upgrades (Power Ups, Equipment, and Armor Abilities) and how they might work for future Halos.
Everything would be on map, except Sprint and Evade.
There would be two types of pick ups, temporary and “permanent.” Temporary would act in the same fashion as the Power Ups in previous Halos. You pick them up, they last a certain amount of time, and they are generally more effective.
“Permanent” would be more like Equipment and weapons on map. Equipment you could pick up and use at your leisure. Weapons on map, such as Power Weapons, can be held for the entirety of the game, even if they were empty, and be resupplied by picking them up again.
Temporary:
Overshield: As it was in prior Halos, add a small damage reduction % in addition to the flat layer of hit points it provides but add a small nerf to attack damage with weapons and melee. Lowers player’s base movement speed. Take OS to a somewhat “tanky” approach, higher damage reduction/absorption, lower damage output. Make it last 5 seconds longer.
Invisibility: 100% invisibility. No “Predator” ripple effect. Pure invisibility. However when in use player will always be on radar, crouching or not. Lasts say… 30 seconds. Ends earlier if player performs any sort of attack.
Permanent:
Sprint: Boost the speed by perhaps .5 and boost the duration by 2 seconds, however put a .5 sec extra buffer on weapon draw. Spartans starts with Sprint. Elites can pick Sprint up off of dead Spartans. Headshots cancel out Sprint.
Evade: Lower the speed of it by .5, reduce the length at which it travels (as it is currently arguably better than Sprint) but give it a small damage reduction bonus. Elites start with Evade. Spartans can pick up Evade off of dead Elites.
Jet Pack: Faster off the ground speed with a .5 duration reduction, buff the speed of left/right movement slightly so aerial characters can have a pseudo strafe.
Active Camo: Severely nerf the speed:visibility ratio. I want to move quickly while remaining unseen. Remove scrambler for enemy units and Active Camo user, keep it for teammates. Lower the total duration time to 10 seconds to make this a quick burst ability, increase damage to user slightly while in use. Scoping in drains duration at double speed.
Armor Lock: Have Armor Lock work on Shields rather than on it’s own duration. Have a flat % of Shields needed to activate Armor Lock. Have Armor Lock drain a flat % of Shields per second of use. Have outside damage reduce Shields by 25% of the actual damage.
Basically, if you don’t have Shields, you don’t have Armor Lock.
EMP radius and Shield damage is relative to duration
25% Shield damage and smallest radius - 1 sec
50% Shield damage and medium radius - 2 sec
75% Shield damage and large radius - 3 sec
100% Shield damage and largest radius - 4 sec+
45 degree up, down, left and right view instead of 360
90 degree left and right exit
Does not “stun” players if meleed while in Armor Lock
Drop Shield: Buff the damage it can take slightly, slow people’s movement speed slightly for a short period when entering/exiting it. Single use.
Hologram: Double waypoint.
Jammer (new one): Single use item to stop all power ups (temporary and permanent) from being used within radius of the Jammer.
Halo 3 Equipment should be included.
Picking up one power up replaces the one you have, if you picked up a temporary one when you had a permanent one, your permanent one goes on a respawn timer.
Kind of jumbled right now, not sure if I’m presenting these well enough.
Please note, not all maps/game types/playlists will have each and every one of these.
I would suggest start with Sprint/Evade and then 4 of these at most on map.