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> I don’t want to sound like a echo chamber but I agree with what you said Sliding.
Haha glad to hear it man, I think you’ll likewise find myself agreeing with most of your points.
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> A simple attack / take cover command would suffice to control allied NPCs from going bonkers and spoiling ones plan of attack. Maybe one axis on the D-pad devoted to command and control when there are any friendly NPCs in the vicinity as long one hasn’t accidentally shot them multiple times and they freak out.
That’d be much appreciated. I’ve always hated how marines tend to recklessly charge into battle and how they tend to make off with my vehicle.
There’s actually a really good (but artificial) method for controlling NPCs on the H3 mission The Covenant, inside the third tower. I like to think of it as a command center (and myself as a control freak hehe).
When you go through the door leading up to the elevator or jump onto that elevator without going through the door, the Brutes will spawn and make their way down the hallway. And if you go through that door, your Elites and Arby will move up with you. But if you send the elevator up, the Elites will retreat to the starting area (near the two covie crates). In this case, the Brutes will just walk around aimlessly when they exit through the door. But if you go through the door at a certain point, the Brutes will turn around and head back up to the elevator, setting up nicely for a stealth situation. The Elites can still adapt to that stealth situation, but they might sooner or later shoot at the Brutes. The tower is probably the best place to arrange a fight in the whole entire game.
This room is highly customizable for combat due to the presence of a repeating checkpoint which reoccurs whenever you enter the tower. So you can juggle a ton of weapons into the tower and make a gigantic stockpile (for replaying the battle with different guns or for arming the Elites). There are also plenty of Deployable Covers you can get from brutes outside the tower. They can be used to block the door, block certain paths.
If you take the time to melee a bunch of corpses from outside into this room and leave the Hunters alive (killing everything else: Brutes, Drones, and Elites), you can potentially have a huge flood mob fighting that hunter pair (ideally with Tilt/Mythic/Cowbell skulls turned on). The flood carriers which spawn outside the tower can be drawn into the room and blown up. Unfortunately, there seems to be a limit for how many combat forms infection popcorn will reanimate, if there’s too many combat forms, they will just stay back and do nothing.
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> Maybe it’s time to introduce a Mantle of Responsibility (MR) rating in the game. Along with saving as many NPCs, both human and alien as possible, maybe one can get a rating for sneaking in and assassinating the enemy’s top commanders with the minimum loss of life, on both sides. When the enemy realize what’s happened they’re more weary of going into battle. I’m not talking full on MGS mode but maybe something similar or more sneaking in general to up your MR rating. Maybe the enemy AI will be more cautious, up security, and in response your allies will be more…blasé because of the players high MR rating which has to be balanced or your allies run head long into battle to your detriment. Playing H4 right now and just released the Didact from the cryptum and he states that the humans still haven’t subdued the other races therefore humans still aren’t worthy of the Mantle. Will we ever get the chance to be?
Are you proposing a reputation system/gradual acknowledgement from both enemies and allies (like in the Fable series)? I like the sound of that!
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> I still haven’t played H5 because H4 campaign was very linear and left no room to explore or get off the track for a “normal” gamer. Once the door shut behind you, that was it, unless you where a pro at breaking glitching the game to open it up. Things like that took time to discover and when you get to a certain age, life vs Halo…life wins. After H4 I seemed to lose track of Halo and gaming in general letting my controller gather dust. I wanted to play H5 but the linearity of H4 and life kept me away so I’m slowly taking my time working through MCC. I’ve lost all my cqc assassination button skills so I’m taking a serious beating trying to get back to a level where I once was. If HI is developed to grow, expand, evolve and respond, without having to break and explore the game like a pro can, then I’ll stick around for as long as possible, if not then I have no idea what to do when it comes to Halo going forward…
I understand where you’re coming from, I’ve always rebelled against that sort of thing. Being teleported back into the map when you’re trying to leave an area is definitely immersion breaking. Happens a lot lately…
A good place to start would be on Forerunner, there’s a button which activates a light bridge that can be jumped on (it’s often seen in speedruns), setting up for an easy oob exploration. A harder spot can be found on Requiem, in the area right after the Elite Zealot. There’s some rocks which can be climbed on allowing you to reach the top of the cliffs, but it’s not an easy jump. Halo 4 - out of the map requiem (behind the barriers) - YouTube
I used to look up these kind of glitch videos after every Halo release, but beforehand I attempted to discover things on my own. If I didn’t find anything, I tried to build on existing glitches. A simple jump oob can be turned into a springboard for a revolutionary game changer.
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> I think the MCC check point system is fine… I could be wrong though. Increasing the respawn wait period does solve issues if you don’t want to go all the way back to the start. But I can’t remember ever being trapped in a check point death situation or I just gave up and started the level again.
Yes, I’m admittedly very picky about the checkpoint system. It’s been very unforgiving to me in nearly all Halo games (considering my former line of work as a tricker/speedrunner). Giving up and restarting the level is probably faster.