New mission design idea! Hope to implement...

Each mission in Halo always is pretty direct. Either the map is pretty big, but, the objective stays the same and you find arsenal along the way. Or, just enter the objective any way you can specific to Halo 5.

A mission idea in Halo would be pretty nice that I donʻt think has been done in a FPS game is: A siege mission.

Mission: If we are ever to attack an I donʻt know… Cortana soldiers at some structure, we shouldnʻt be given direct objectives on what we are supposed to do. We can dropped in at a certain area on the field, and given a primary objective to take down the enemy structure. Though we will also have about minimum three optional objectives that change the scenery of the battlefield and the difficulty within completing the primary objective.

For example, if we are to take over a fortified Forerunner structure… Chief will be dropped off on one side of a circular map and the other side will be the structure. Primary objective is to take the enemy structure. However, one optional objective is to aid the marines at a certain area on the map being pinned down. If you succeed at saving them, the current marines will follow you and the game will notify you that “Marines will be pressuring South entry of the structure” and that would mean it will weaken the defenses of the fort. Though if you fail or ignore them then oh well. Another objective would be the take down the enemy anti-air turrets. If you succeed, the anti-air turrets will be yours and the mission notifies you saying “Reduced enemy air units on field”. But if you fail then oh well. A third optional objective would be to clear landing space for heavy reinforcements. If you succeed, pelicans will be able to land and and drop off a scorpion for you and game notifies you “More friendly artillery on the field”. Again if you fail then oh well good luck. There can be many types of objectives for a mission like kill a commander or take down shield generator or stop enemy reinforcements. Its up to the mission

However, you can always attack the fort whenever you want. You donʻt need to notify a general if you are ready. You can just go in and ham it down whenever you please. I thought this would be a fun mission for the campaign because every mission acts as telling you what you should do and you canʻt proceed without doing it.

I got this idea inspired by Assassins Creed honestly on how to approach killing your target. Mainly by AC Unity.

It’s not a new concept at all, but it would fit the Halo sandbox quite well. Personally I envision it like this:

You enter an open area and get a primary objective from the get-go. Mission starts, but on the way you destroy you can destroy a radio jamming device. If you do two supplemental objectives in new map sections get activated. Alternatively the player could drift of from the main path and find the secondary mission by chance even without destroying the jammer.

This is how it should work in Halo! Simple yet effective, and gives the player more than enough freedom of exploration while still offering a straight forward campaign story!

Be cool if there was a forerunner or promethan tank mission

> 2533274795098161;2:
> It’s not a new concept at all, but it would fit the Halo sandbox quite well. Personally I envision it like this:
>
> You enter an open area and get a primary objective from the get-go. Mission starts, but on the way you destroy you can destroy a radio jamming device. If you do two supplemental objectives in new map sections get activated. Alternatively the player could drift of from the main path and find the secondary mission by chance even without destroying the jammer.
>
> This is how it should work in Halo! Simple yet effective, and gives the player more than enough freedom of exploration while still offering a straight forward campaign story!

Not only does it fit well with the sandbox, I think it’s been seen before in Halo! What you are all describing is how Halo from Halo CE kind of work, to a lesser extent. You were dropped somewhere, and you were told to figure out who had survived. You were barely told where to go, but this is where the level design of that level really shines.

Given a base objective, they funnel you with a landscape that signifies where you need to go. You are pushed out by both the dialogue of Cortana and the appearance of Covenant if you stay too long. This part is linear and for good reason. You will always find the first squad of marines in the same area, meaning the player knows what marines will look like, and the general idea of what it will be like to save a squad. Then, you have a story element for getting the Warthog, and from there, they teach you the basics of how the Warthog works with a linear tunnel structure, give you some more fighting to do, and then bam. You have three squads, and you can complete them in any order you want, then you are told to go to the end of the mission.

I think 343 can take this idea and make it a more dynamic feeling, and apply this to more missions. The Covenant mission from Halo 3 had a similar feel, but it was, in fact, linear in design, which is not inherently bad, and fit with the story. I think Infinite has the opportunity, being on a Halo ring with the technology of the xbox one (or new console who knows) to really make this shine.

Maybe they can start by fleshing out those Hub World mission from 5, that felt a little out of place, but were still cool.

Im glad people have the same sandbox idea that fits well. Halo has a simple taste. Im not talking about a classic feel. But a feeling that you should be doing to simple things that makes it fun. And an idea to land in a mission play area and randomly find side missions that benefits from the main mission feels like it can fit well to Halo. Especially since people are theorizing Halo Infinite to be open world.

I’d really enjoy that. I love it when an otherwise linear game will plop you in a bigger area and let you explore a bit than just walking down a corridor.

I’m all for this kinda mission. I think the closest we’ve gotten to this is silent cartographer from halo ce but not exactly to the degree you described which would be great for halo