Okay well this isn’t going to go into multiplayer at all so if that’s your thing then this isn’t for you. This is all about things I’d like to see done in campaign.
First off, the squad.
I love Star Wars Republic Commando, I love how the soldiers you fight beside are like your brothers, they fight beside you, bleed beside you, and if all else fails, die beside you. I like how that was attempted in the campaign…for the most part. I’d like to see more precise control over your team and here’s how.
Hold up - issue order to Fred or Buck
Hold left - issue order to Linda or Tanaka
Hold right - issue order to Kelly or Vale
Hold down - order squad to form up on the player
Press up - move squad to position, they will stay until ordered otherwise or the player is incapacitated.
If player is incapped, X will order closest team member to attempt revive and rest to form up and provide defensive fire.
The purpose here is to add a more precise way to control your team and to make them more effective as a result, if you want certain members to grab a certain weapon or to divide up targets;
For example Linda snipes an Elite commander while Fred takes on a Jackal and Kelly takes another Elite who’s trying to close in.
Order Buck with a Hydra to attack a hardened target while Tanaka revives Vale and you cover.
Next idea, ammo.
Let it be said that I do not believe in having too much ammo. Bullets are a wonderful currency in a game, spent on keeping you alive while ending whatever being has the unfortunate fate of being in your way. I’ve noticed however a steady decline in recent Halos regarding ammo capacity. Take the Assault Rifle for a prime example:
Halo CE - 60 mag, 600 reserve (10 spare magazines, ammo drops are abundant)
Halo 3 - 32 mag, 352 reserve (11 spare magazines, ammo drops are fairly abundant)
Halo Reach - 32 mag, 288 reserve (9 spare magazines, ammo drops are somewhat abundant)
Halo 4 - 32 mag, 224 reserve (7 spare magazines, ammo drops are scarce after awhile)
Halo 5 - 36 mag, 216 reserve (6 spare magazines, ammo drops quickly become really scarce)
Not only has the reserve dropped but the abundance of ammo resupply opportunities for some of these have dropped as well, you find ammo for human weapons especially fewer and fewer times the later in the game you get in recent titles. This was less a problem in CE and H3 since the Flood often carried said weapons and since reserves were good, running out of ammo for your preferred tool of destruction would usually only occur due to a bad string of luck in what the Flood carried or careless use of said weapons.
I would propose an increase in ammo limits for weapons across the board in campaign. I would leave the precise numbers up to 343 because I doubt what I would prefer (10 mags for the AR/BR/Magnum, 5 mags/full reloads for the shotgun/sniper/rocket, etc) would ever get okayed but there is an alternative…one that would disable achievements…but an alternative nonetheless.
Bandanna. The glorious Bandanna skull! It’s been done before in the two Anniversary titles and it could make for some crazy fun times in campaign and allow for some WONDERFUL stress relief against a certain eternal schmuck, but it HAS been done before. And perhaps it could again?
So those were my ideas, if you have any thoughts please feel free to comment. If you like the idea but have some thoughts on making them better, I’m all ears. And if you want to tell me how much of a loser I am for enjoying campaign and wanting it to be improved…well you can do that too…I guess…