Just a few nice things that could be done

These are some things that I believe would help improve the halo experience a lot, and I have wanted these for quite a while

for campaign:

1: in areas where the enemy does not know you or any allies are there, do not allow the allies to fire at the enemies unless you do, and do not allow them to fire at the enemies if you assassinate them and they still do not know you are there (I have had many stealth missions ruined by this)

2: If allies have explosive weapons, they should be much more hesitant to fire the weapon if any allies are within a certain range of their target, they also will not fire the weapon at all within a certain range of themselves

3: Allies with explosive weapons should back away from the enemy if the enemy is within a certain range

4: Do not allow allies to attack a target that you are assassination (Jun, I am talking about you here)

5: If an ally is spotted during a point and you are not, the enemies should not pursue you as well, they should look around a little for you, but they should not know you are there immediately

6: Allies with power weapons should attack most difficult opponent first if possible (exception would be if the ally has an explosive weapon and sees a group of easier opponents) and allies with precision weapons (excluding snipers) should try and attack head-shotable enemies first

7: allies with power weapons should get into the passenger seat of a warthog if possible, and allies with bad weapons should get into the gunner seat if available (also would be nice if a button was added for warthogs that would get the passenger and gunner to trade seats, because many times I have stopped for 10 minutes on legendary or LASO runs trying to get my power weapon ally in the right seat and my ally with a pistol in the gun)

8: From rocketFox - Allies with close range weapons should not try to hit enemies from a far range like Emile did, they should try to rush the enemy if they are close enough that the rush may be successful, otherwise they should find cover and move around the area trying to get closer to the enemy

Forge:

1: undo button, easy enough (be able to undo up to maybe 3 - 5 actions)

2: maybe instead of one giant forging map, have many smaller maps that have different biomes, looks and pieces

3: allow different vehicle skins (desert, snowy, forest, regular etc…)

4: forge slayer, one forger on both sides with a limited budget and can only forge certain pieces (all which can be pre determined in the menu) and can only forge in certain areas

5: more civilian vehicles

6: if there is a falcon or a hornet, allow an option to spawn in a normal one, a passenger one, a grenade launcher one or one with a nose mounted turret (last two options only apply to falcons)

7: find a way to be able to place more lights, they really add to the map

8: ability to change the intensity of map filters like nova and juicy

Firefight:

1: option to not have unlimited ammo caches, maybe set certain weapons to be able to be reloaded at those places and how much ammo is in them

2: more ways to have enemies come in in each map like ODST did

3: enemies should have an option to patrol the map if they do not see an enemy, and have them move in packs

4: more types of vehicles in firefight

5: from Sparty Boy 117 - more game modes and objectives in firefight such as protect and escort an ally/AI, go get an object and bring it back, or hold up in certain areas like king of the hill

Theater

1: allow 4 people over live

2: first person for all players

Multiplayer

1: raised player cap for at least customs

2: bring back the most wanted weapons and vehicles, even if they are not in the campaign

3: more map diversity ( in looks, color, and feel) like sandtrap, guardian, and narrows from halo 3 and how different they all were

4: overshields has its effect like in previous halos (not like in reach) and the option to make active camo like active camo from non-reach halos

5: juggernaut can carry different weapons

6: make all weapons useful in some way (like how plasma used to be great against shield, now it is almost useless)

7: bring back misslepods so that banshees can be taken out more effectively, and make dmrs/brs and snipers much less effective against vehicles

8: option to be able to not be able to remove turrets, and option to have overheating turrets

9: From Krevilz - Bring back VIP

Those are my ideas, what are yours

Wow, nice job OP! I especially agree with different biomes in forge and many of your multiplayer points. No, this doesn’t need to be Halo 3.5, but it should take at least as many elements from the trilogy as Reach, and then improve on them. Can’t wait to see the results.

Thanks for the support, also I agree with that, I just want options not to have the reach type active camo or overshields, I have seen many gametypes that seem to need the old AC and it would just be helpful to have an indication of someone with OS

epic, i agree with every detail you mentioned… except most of the multiplayer ones. Some of the problems you adress are no big issues or aren’t a problem at all if you know how to handle them.

Still, great list of small but very handy fixes!

Agreed! Great Job OP! :smiley:

I do agree with most of this. One thing that the list is lacking is the use of AI in forgeable maps. I had a thread of that awhile back, can’t seem to find it for some reason. Hopefully some of the vehicles from Halo Wars would make the scene. Like the Cobra being a sniper rifle in a vehicle form, or the Wolverine for anti-air support.

> Agreed! Great Job OP! :smiley:

Most of this is spot on. Good work.

Only thing I would add is to bring back VIP. I have no idea why this game type was omitted from Reach.

Why not both?
One massive Forge World type place, along with similar different biomes in smaller maps??

> Why not both?
> One massive Forge World type place, along with similar different biomes in smaller maps??

that would also be great if possible, I just think it would be great if we had many different forging environments, but a big one like forge world with them would be great as well

I just don’t want to have an ally like Emile any more. Him and that shotgun… trying to shoot Elites at range. Frustrating.

I’d also like the ally AI to be more persistent. It was frustrating playing Reach; for example battling through the Boneyard part of the Campaign. After the battle was over I still had 4 or 5 troopers with me, armed to the teeth, but they refused to follow me to the final battle around the Onager and suddenly I only have those 2 new troopers and them alone.

Map editor. That is all.

GG OP, GG.

Tho I haven’t read that deeply into your post yet, from what I’ve skimmed over, I can tell it’s just full of great ideas.

That guy sure did his research, a lot of good points. Hopefully 343 has a look

I just want the Warthog to return to it’s awesomeness. I severely disliked Reach’s, it was to vulnerable. Small arms fire could take it out easily and the Warthog had it’s own individual health which was just stupid, not to mention the turret overheat which the AI couldn’t comprehend.

> Theater
>
> 1: allow 4 people over live
> 2: first person for all players

YES!!! <3 Maybe add more options to Theater such as effects, automated camera tracking (via waypoints you can place within the world) So as it plays the camera will automaticall follow a set track, (See Cod: Black Ops for similar idea). As for effects, maybe nothing like EPIC COLURZZZ LOLOL, No. More like, Depth of Field, the ability to change the Field of View, Contrast/Brightness adjustments etc. That would be brilliant for machinima making.

- Jason Garwood

agree

> I just don’t want to have an ally like Emile any more. Him and that shotgun… trying to shoot Elites at range. Frustrating.
>
> I’d also like the ally AI to be more persistent. It was frustrating playing Reach; for example battling through the Boneyard part of the Campaign. After the battle was over I still had 4 or 5 troopers with me, armed to the teeth, but they refused to follow me to the final battle around the Onager and suddenly I only have those 2 new troopers and them alone.

That always did bug me about emile, forgot to put that in, allies with short range weapons should rush toward the enemy to fire with it, not stay back and fire, I feel like there should be a short range weapon AI specially made for the allies like the sword elites in Reach had. Thanks for reminding me about that

Firefight should also have a more varied set of gametypes. It would be nice to keep a player/AI, ally alive or escorting them to a destination (vip), hold down a section for a certain amount of time (king of the hill), or to bring/retrieve an object somewhere on the map (CTF/assault). It would definitely create some pretty interesting encounters. Maybe there should be a mode where the gametype changes dynamically (killzone).

You should also be able to forge firefight maps (place weapon drop beacons, ammo crates, weapons, enemy, ally and player spawn points, enemy behaviour, etc). In addition (I’ve been pretty much spamming this), while you are in a forge session, the custom options menu should be accessible (in the fashion of the objects menu), so that the map and gametype can be properly fin-tuned and more easily tested. Forge/theater should have a more fine-tuned filter option. There should be bars that determine the overall saturation, the contrast, the redness/blueness/greenness, the clarity, etc, instead of a number of filter orbs.