We knew this was coming sooner or later... WISHLIST!

Forge. Mulitplayer. Campaign. Custom Games. Theater.

What do you want to see in game? Make a wishlist here and hope 343i see’s it.

Me: I want massive vehicles in forge and a map like Forge World, (the massive scale map in Reach.) I also want bots in custom games, and a difficulty to select from making them, harder or easier. Campaign, I want extremely long missions, to make the game last more often. Mulitplayer won’t be able to keep me in this, so I want everything to be at max capacity.

I want a Theater mode that actually lets you watch films with at least 4 or more people like Halo 3 Did.

I want a campaign that is about 1.5 times length of previous titles.

Does anyone know how many hours those campaigns were, say on Heroic?

I think to make Forge better I just think forged maps need more colour added to them. When playing in the MLG Playlist it gets really boring looking at gray all the time on Reach. Make it so we can recolour the items in forge and it will really make the maps look visually nice.

As far as everything else goes I want a great first game from 343i. I just want simple Halo mulitplayer, Im sure you won’t dissapoint, but please make it good :slight_smile:

> I want a campaign that is about 1.5 times length of previous titles.
>
> Does anyone know how many hours those campaigns were, say on Heroic?

I think like 5-6 hours.

> > I want a campaign that is about 1.5 times length of previous titles.
> >
> > Does anyone know how many hours those campaigns were, say on Heroic?
>
> I think like 5-6 hours.

9 or 10 missions in 5-6 hours? I was thinking around 10 hrs, but I really have no clue so I’ll go with what you say.

AI in Forge.

I know, in previous games AI didn’t know how to interact with forged environments. But this is a new engine with new AI, and while those AI are being programmed all it would really take is giving them the ability to actively process their surroundings and make decisions based on the information they get. If you’ve forged a wall, all it takes is for the AI to be able to recognize an object in its path and adjust accordingly. If it can react on the fly then it would be conceivable that you could place AI players in forge.

Now it is more complex than just object recognition, but that’s a basic step on the right path.

I want to be able to fly Pelicans, Phantoms (Not just as an easter egg!!!), Longswords, and a Frigate…

5 or 6 ranked playlists with competitive settings (No AA’s, No sprint, No “perks” etc.)

I am hoping for theater to allow you to skip through it instead of having to play the whole thing at 2x and wait forever until you can finally skip through it. It was annoying. I also hope that forge pieces have different skins and textures. Maybe some more round pieces and more custom games options. I hope they add a Active Camo option that doesn’t fade a bit when you move. Also i want Immediate re spawn like in halo 3 for gametypes like grifball. Maybe a bigger forge budget and so that you can place an infinate amount of the same object instead of having it stop you even though you have enough money. I think it would be nice if there were some sort of armor ability options for custom games. You have to admit it the armor abilities really go great with custom games and machinima. But I wouldn’t like to see them in matchmaking.

1-50 with ranked and social playlist

An Assault Rifle that is actually a rifle.

> I want to be able to fly Pelicans, Phantoms (Not just as an easter egg!!!), Longswords, and a Frigate…

Yes! This is another thing.

Reach took a step in the right direction with slightly expanded aerial combat, but Halo 4 should have an entire aerial sandbox. Dropships, air-to-air and maybe even specialized air-to-ground vehicles. An airship, like a flying Elephant? I think so. There’s so much more potential for great battles when the battlefield is extended to the skies.

Here’s my idea of what the UNSC aerial sandbox should look like:

Heavy troop transport, like the Pelican. Something with a powerful main gun, but a gun that overheats so it can only be used to pick off maybe two players at most with sustained fire. This way the gun can be used defensively in order to make a safe landing, but isn’t good enough to be used as an offensive aircraft. Should hold four passengers in the back. Needs heavy armor, should take three Spartan laser shots at least for some sort of reference. One shot from a tank to make it in critical condition. As it gets more damaged it flies slower, loses it’s gun, but everyone inside can also bail out before it’s blown to bits.

Light transport/attack vehicle, something like the Falcon, but with its main turret enabled, but brought to the same power as the Pelican turret so the emphasis is still put on the gunners.

Pure attack vehicle. The Hornet, basically. Not the crappy Avalanche version, the actual Hornet with its strong turret. However, it should only be able to lock on to other air vehicles, and it’s armor should be as light as the Banshee’s.

Then, purely for total awesomeness and all the amazingly fun gametype possibilities, we need an airship. A flying Elephant, but destructible. The amount of damage it should take is immense, it should be a concentrated effort to bring it down. It will be slow, hard to pilot, and it will have no main gun for the pilot. But, just imagine it.

Obviously these would have to be only on the largest maps and in Big Team. Which is another thing on my wishlist, up the player count in Big Team Battle.

Campaign: a good story,skulls and easter eggs for us to discover

Multiplayer: 1-50 rank,plenty of ranked and social playlists,more maps less forge maps in matchmaking,more colors and emblems,plenty of customization for your character,elites and spartans in the same game like halo 2 and 3 had,

Theatre: being able to watch games with 4 or more players

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Improved AR and SMG would nice. Lets face it they are both very dated.

> Simply put,
> Custom Games, Matchmaking And Gametypes Being Improved To Meet Top Quality Standards

Speaking of customs, people need an incentive to play custom games. They used to be all the rage in Halo 2, less popular but still great fun in Halo 3, and no-one played customs in Reach. Why? You didn’t get credits from customs, and Reach was all about grinding for credits.

If the credit system returns, you need to earn just as many credits from playing custom games, custom Firefight, and solo campaign, and Forge as you do from matchmaking. It’ll create more custom matches, more people will Forge great maps because they’ll be getting something worthwhile from it, and people who might simply dislike matchmaking will be able to get credits in other ways.

  • A Forge engine without 8 million, unnecessarily detailed polygons on each object (which nobody noticed anyway), allowing us to build complex structures without massive framerate drops

  • Customisation options for a variety of different environments and sets of objects in Forge

  • A large variety of beautiful, well-designed, pure 4v4 and specifically-designed 2v2 size, competitive maps

  • Separate sets of Ranked and Social playlists, with Ranked consisting of:

  • a variety of separate gametype playlists, each with individual ranking systems

  • As Vanilla Halo gametpyes as is physically possible, though with all the lovely-looking newly designed MM maps

  • A revamped visible TrueSkill Ranking display system that is easy to comprehend (even for beginners) and impossible to abuse

  • A shedload of publicity describing said new Ranking system, so that EVERYONE - both in-game and online - is not only aware of its existence, but also knows exactly how it works

  • A shedload of publicity announcing the availability of Ranked Vanilla Halo gametypes, in an effort to attract all those veteran players of previous Halo titles back to Halo and make a highly populated and by extension, an amazingly successful Ranked playlist a reality

  • A scoreboard that actually accurately reflects the most important aspect of each particular gametype, so if we’re playing a Ranked game in a purely W/L-based ranking system, the individual kill display is superseded by an overall performance meter/number, taking assists and objective scores into account, in an effort to cut out stat--Yoink!- and encourage teamwork

  • The option to forfeit a match, without affecting anyone’s rank, once a certain amount of players have quit on either team

  • A breath-taking, utterly transporting and cinematic campaign that surpasses all its predecessors and can be played over and over and over without ever getting old :slight_smile:

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> […]
> -Starting off Invasion by far was the only game type I felt could be so much more and really give the sense of an actual Invasion feel for both sides. In which, it could really be more than just a small firefight for control. Ladies and Gentlemen, I’m talking about something that stands on its own and presents a fight for control in a landscape of war with multiple groups of people. Ranging from a ‘small’ fireteams attacking key points of that specific region to an all out large war for control of a landscape. I’m talking about something that could match up against Planetside and MAG but made specifically for the Xbox 360’s library games with amazing accomplishments.
> […]

This actually sounds like a really cool idea, if implemented in a sensible manner. I remember asking Achronos about something like this about a year ago (not that I got a response). It was more along the lines of “Guerilla Warfare” gametype, with separate groups of Spartan ambush units, operating large distances away from each other, fighting against a much larger, organised military unit.

There’s been something fundamentally “Guerilla” about Halo since its inception - one man against an entire army, though I feel this has never fully extended into multiplayer gametypes in the manner I think possible.