I’ve always believed that new Spartans should automatically have access to certain base level UNSC items. This way early participants and new-comers could still use a fairly wide variety of items, but they’d still be limited to the base level items until unlocking the potential use of their variants and other options. I think it would have further decreased the REQ system’s influence on match outcomes when dealing with players of various experience which is already somewhat limited by the manner in which the REQ system progressively builds REQ level in-game. If something like the Warzone environment returns in Infinite I hope this is something they give consideration too or maybe it’s a change that could still be made for Halo 5 down the road.
Here’s a list:
Loadout: Automatically Unlocked
[basic] AR
[basic] BR
[basic] DMR
[basic] Magnum
[basic] SMG - reduce REQ cost to 3
Armor Mods: Automatically Unlocked
Frag Grenade Expert - reduce REQ cost to 2
Patrol Case
Power Weapons: Certificate Automatically Unlocked. And players are granted an initial collection quantity of 20 for each.
[basic] Hydra Launcher
[basic] Railgun
[basic] Grenade Launcher
[basic] Rocket Launcher
[basic] SAW
[basic] Shotgun
[basic] Sniper Rifle
[basic] Spartan Laser
[basic] Chaingun Turret
Vehicles: Certificate Automatically Unlocked. And players are granted an initial collection quantity of 20 for each.
[basic] Gungoose
[basic] Mongoose
[basic] Mantis
[basic] Scorpion (Tank)
[basic] Scout Warthog
[basic] Warthog
[basic] Wasp
EDIT: Idea updated on 10-16-18 based on feedback.
On top of this let me just add that there are several other things I’d like/love to see too. I’d like to see the performance-based REQ boosts earned from dispatching of AI muted a bit more which would further emphasize the role of the REQ drip, anyone who get’s JiP’d into an active match should receive a REQ level that’s approximately one level behind the highest player on the opposite team instead of some generic amount based on the round, I’d love to see an adjustment to how Warzone Assault works (see below), how AI Boss points are rewarded within the Warzone mode (see below); plus, an adjustment to the REQ costs of several Amor Mods as well as how the Patrol Case Armor Mod operates within the Firefight modes (see below). Not to mention, I’ve previously shared a thought with 343i in regards to making the Warzone environment and Forge (over the Xbox) free-to-play to those with an Xbox Live Gold membership and it touched on another shared thought relating to having more control over purchasing specific REQ items. Lastly, I’ll just say that it’d be great if the Warzone maps were made available for 8v8 (or amazingly 12v12) custom games in which the REQ system is turned off, there’s no PvE aspect, and no core endings, but you’ll have the option to setup Slayer, CTF, Strongholds, Neutral Bomb Assault, and 1-Flag Assault matches (essentially the Big Team modes) with select vehicles and weaponry placed on the maps.
Warzone Assault: Teams are chosen for Offense/Defense, then after they fail or succeed, the teams should switch sides to see if the other team can do it “better”. Match ends during second team’s attempt the moment they improve or fail from what the first team accomplished; in other words, from the benchmark that was established by the first offensive team. Whatever the first team accomplishes the goal for the second team becomes to complete the same amount of tasks quicker or one more. Only way to tie would be to complete the same number of tasks by the exact same total time interval.
Warzone AI Boss Points: Update the awarding of AI Boss points based on three key factors: (1) landing the killing blow receives a specific fraction of the points, (2) divide the remaining points per the percentage of damage dealt by the two teams, and (3) the team that landed the killing blow has their points added to their team score first in order to ensure the importance of landing the killing blow come game-end with either team in position to win. Also, only show the life meter for Legendary and Mythic Bosses to those within close and medium-close proximity. This increases the difficulty of coordinating an effort to steal the killing blow from far away as a team member must remain within close-ish quarters while staying in constant communication.
Standard AI Bosses = 25 Total Points
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15 points aka 3/5 (60%) gets rewarded to the team that landed the killing blow. - 10 points aka 2/5 (40%) gets divided up per team based on percentages of damage dealt. (Example: a team that deals 65-74% of the damaged will be rewarded 7 points)Legendary AI Bosses = 150 Total Points
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50 points aka 1/3 (33%) gets rewarded to the team that landed the killing blow. - 100 points aka 2/3 (67%) gets divided up per team based on percentages of damage dealt. (Example: a team that deals approximately 73% of the damaged will be rewarded 73 points)Mythic AI Bosses = 200 Total Points
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100 points aka 1/2 (50%) gets rewarded to the team that landed the killing blow. - 100 points aka 1/2 (50%) gets divided up per team based on percentages of damage dealt. (Example: a team that deals approximately 73% of the damaged will be rewarded 73 points)Armor Mod adjustments: Make all three Grenade Expert Armor Mods available at REQ level 2. This presents players an interesting equipment choice at REQ level 2. Have the Patrol Case, Reflex Enhancers, and Speed Booster available at REQ level 3. This presents players an interesting characteristic benefit at REQ level 3 if they elect to change from their level 2 grenade equipment benefit. Death from Above and Increased Strength should become available at REQ level 4. This is because these mods provide a direct increase in damage lethality (via the melee mechanic) for the user. Upgraded Thrusters, Auto-Medic, and Grenadier at REQ level 5 because they provide greater survivability to the user within an encounter. Advanced Sensors, Upgraded Shields, and Wheelman are available at REQ level 6. These three mods obviously grant big tactical advantages. Patrol Case should work slightly different within the Firefight modes. REQ Power Weapons should automatically receive extra reserve ammunition without having to equip the same Power Weapon twice. This is because the effective usefulness of Power Weapons within the Firefight modes are dramatically reduced compared to their effective usefulness in PvP modes. In other words, vehicles reign supreme within the Firefight modes.