first and foremost: compelling single-player campaign. I have discovered that split screen is no longer required for enjoying single player campaigns with friends. I simply plug in Xbox controllers and Turn On Copilot. That way, 3 people can sit in a living room with their own xbox controllers and take turns playing the story mode on the big screen.
battlefield 2042 is a wreck and it is no secret that there is no campaign with battlefield 2042. they just “forgot” to add a story mode!!!
MWII has a really good story mode.
you buy a video game at full price for the story mode.
Secondly, halo is known for its’ multiplayer matchmaking. Previously, an Xbox Live Gold subscription was required to play matchmaking in halo titles. No matter how you chop it up, or discount yearlong purchases, (1 month cards, 3 month cards, 1 year subscriptions) at the simplets, Xbox Live was traditionally a monthly fee. Today there are simply “season passes” . call it whatever you want. As it stands, you buy a season pass for call of duty, battlefield 2042, and everything else? Well lets just buy Xbox Game Pass for console and/or pc, and hope that the acquisition of activision by Microsoft is permitted within the EU, and buying Xbox Game Pass simplifies and eliminates confusion of buying 18 different season passes for 18 different live-service video games.
Halo Infinite Forge needs some DLC packs that contain props. I don’t think anyone is going to pay 99 cents for a UNSC trash can. I think a well scripted prop complete with animated features and easy drag and drop placement onto maps would be a separate dlc pack
basically 3 forge dlc packs;
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really cool scenery props and accents. these are just like the sangheili category in halo 5 forge. they are just scenery props. [called Static Pack?] there should be a lot of highly detailed scalable objects here for people to place in interesting arrangements on their forge maps in new and unique ways.
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animated props with zero to minimal user interaction. more variations of that highly detailed forerunner door for example. except covenant doors, and unsc doors, high quality, large variety, color customizability, many different sizes. also within the animated props dlc pack, different kinds of detailed fusion coils (where are the plasma batteries?) some of the familiar, some of the new. maybe those flood bubble things that pop from isolation in halo 3. these animated props are artistically detailed and highly visually appealing, but from a scripting standpoint for dev teams, they are really just more player activated doors, and more destructible environment objects. you damage the objects in these packs, they have cool and sensory-invoking FX. This Forge DLC pack relies only a little bit on the user interaction side, and therefore is programmatically easier to implement. [called Forge DLC pack batch 2?] new shield doors, etc. new pickup-able fusion coils, other power cores, color customizable when applicable in different sizes and flavors.
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place-n-play ready complex dynamic object groups reliant upon moderate user interaction. this forge DLC pack will include sequences of switches to operate doors, with waypoints baked in to the control groups, and working red and green lights as aesthetic status indicators adjacent to in game controls, visible to players in game. this dlc pack will probably contain fewer items, but from a scripting standpoint require greater thought and effort by dev teams to thoughtfully incorporate into preexisiting (and future) gametypes. Like, for example, where are the game mode objects for the Assault bomb delivery gametype? What if we want to Weld an object to the CTF flag, or assault ball in order to make a more interesting object that is used within custom game types?
4th dlc pack weapons. there needs to be content additions like needler grenades that are able to be implemented in future matchmaking games. you gotta buy the dlc in order to play matchmaking games with needler grenades, new m392 bandit, highly remastered covenant carbine, traditional human shotgun, or any other suggested weapon additions that gain traction here in the forums or other community discussion areas. some sort of flood based biological gas grenade pod. i cant stand the brute spike grenades. where are the firebomb grenades? can we get flashbang grenades? where are the spartan lasers? Where are the railguns?
5th dlc pack unique scripted weapons. for example, a brute gravity hammer weapon that instead of being a hammer, is a medieval flail spiked ball and chain. this melee weapon would be usable in game and in matchmaking within some of the new DLC maps that are released in the future similarly to how breaker etc new 343i maps of quality and playability only 343 can afford. this dlc pack contains a few very detailed and well engineered new weapons like Brute Flail, and one or two other new power items that do a good job of demonstrating the utilization of the new grapplehook/cindershot physics feature.
6th dlc pack. basic vehicle pack. contains gauss warthog. contains spectre from halo 2. contains hornets, hornets with spartan lasers, contains some sort of human-banshee. something not quite as big as a longsword or pelican, but more like those stealth jets in the edge of the map Waterfall in Halo3. you know what i’m talking about, that manta ray looking thing. a human flight vehicle, except with banshee physics and weapon layout. similarly, this dlc pack will contain a Prophet Hover Throne vehicle. it will also contain a multiseater hornet equivalent to the human banshee, except it is a brute helicopter or something. where are the phaetons? where are the prowler brute warthogs? where is the mantis?
7th dlc pack
large and complex vehicle pack. Contains elephant. Contains working Mammoth. Contains Working Scarab. these objects integrate with shipped game modes and work as movable bases, team spawn zones, and have MAC turrent, Scarab gun turret, Mammoth sized Gatling gun turret, Scarab gun secondary turrent. one player drives the mammoth (and has control of the gatling gun). the MAC cannon, is controller by a second player. the MAC gun can be destroyed (kills the MAC operator) and the mammoth can keep on driving and using its gatling gun.
similarly, the scarab is driven by main operator (scarab driver has control over low power scarab turret). the high power scarab gun is controller by a second player. if the power scarab gun is blown up (kills the operator) the scarab can continue to walk around and use its low power gun.
the mammoth is destroyed by blowing up its fuel tank or red fuel line or whatever (after sneaking past and/or breaking the armor plating to make this weakspot more visible with a waypoint etc and you can more easily shoot this weakspot with a scorpion or wraith tank). then it blows up and will be subject to despawn cleanup and regular respawn rules.
the scarab is destroyed by blowing up its reactor core heart (after breaking the armor plating covering it) you can jump on the scarab and sneak past the reactor armor plating and blow it up that way, or you can keep shooting the armor from a distance using a scorpion or wraith and expose the reactor core to a waypoint and more easily line up a shot on this weak spot.