In this topic I want to show you how I think Halo Infinity should be, In the hope that some of these proposals will be taken into consideration. Probably what will follow to some will not like it, to others maybe yes, however it is a pleasure for me to share this with you.
PREMISE
I play Halo since 2004 and I followed the multiplayer evolution of this saga. I firmly believe that the abilities on / off discussion is useless and counterproductive. I also believe that wanting to create a single gameplay for everyone is wrong. In diversity, everyone finds his own corner of happiness.
The arrival of Halo Reach on the MCC, and the numbers it is doing (3 million players), the success of games like Destiny, COD, Overwatch, but also the positive feedback on Halo 2 Anniversary first and Mythic Arena now, tell us that people want both classic and modern gameplay and that the road taken by H5 is not good, except for the few remaining fans to play it. So, I hope that 343 hears this appeal, and consider this idea.
I believe there should be two major multiplayer areas:
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COMPETITIVE: reflecting maps and modes played in HCS tournaments. For this, i hope it will be something very similar to Mythic Arena, H2 BR start obviously. I would dare even more by:
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Remove the stabilizer and leaving only the 80% thruster pack. - 100% Melee and grenades (actually 90%) - More old maps replaced by forge, expecially from HCE and H2.Playlists: Team Arena, Team Slayer, Team Double, FFA.
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SEMI-COMPETITIVE: reflect the mainstream flavors. Same physic of Mythic Arena, so no sprint and more fast, but:
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Various Characters Joinable (John117, Cortana, Elite, Promethean). - Spartan Abilities (equals for all) - Super Abilities (like as Destiny, different for each character)Playlists: Team Objective, Team Slayer, Team Swat, Big Team Battle, Elimination. Rotational: Multiteam, Team Sniper.
A more modern variant of this area could include also:
- Customizable character attributes (strenght, agility, recovery) - Different melee types (depending on character) - Different starting grenades (frag-human, plasma-covenant, pulse-prometyhean) - Customizable weapon values (rateo, impact, range, handling, aim) - Weapon loadouts (Rifles as primary, pistols or smg as secondary) - Rarity classification of weapons and armor parts - Game economy (play to get EXP and Credits to spend in the Armory).One must not believe that all this is too revolutionary. In Warzone we have already seen the classification of weapons based on rarity, specific perks etc. It is just a matter of creating a game space in line with modern times for mainstream users, while fans of the cassic game, ideal for the competitive, will have what they want in Mythic Arena.
The most common objection in this regard, I already know that it is not good to have two too different gameplay between competitive and mainstream. In my opinion this was a big mistake in H5. It was wrong to make a competitive with typical elements of mainstream gaming (abilities) and force everyone to play frantic and hypercompetitive games. Halo Reach was the best example of how two gameplay (competitive MLG settings) and Social (with Abilities) can and must coexist, In order to give everyone their favorite gaming corner.