These are just some of my personal thoughts on what Halo Infinite could benefit from having.
User friendly UI (An easy to navigate UI and simple design can go a long way) - Traditional Sangheli design (Chief is back why not his equals?) - Traditional game mechanics (The slow paced walking of Halo is where it gets it’s charm) no more spartan abilities, newcomers to Halo need to experience where it started and going back on mechanics would be a good call, Reach added armour abilities which had a timer this was a well fitting game mechanic for Halo and excelled in MLG tournaments). - Soundtrack (Every time i boot the game i wanna feel something). - Characters (They need to be unique and remembered). - A resolute campaign ending.Multiplayer
No microtransactions! No packs! No luck! (Just our hard earned credits from our time spent on the game allow us to pick what we want). - Rank/level needs to be meaningful, there needs to be a reason for a rank as well as a uniqueness with them. (Halo Reach is a perfect example, your rank resembled the amount of hours you played as well as it being tied in with the in game credit system allowing you to “choose” what armour you want). - Revamped theatre since Halo Infinite is coming to PC being able to lower the speed to 0.10 would be a smart move and is a loved feature for most PC games. - Unique and smart armour customisation (Halo Reach gave 9 separate armour sections to customise this included the right and left shoulder this allowed for more personal customisation which really worked well. Armour in Halo doesn’t need variants with stripes or polka dots! the attachments you could get in Halo Reach were beyond perfect and Halo Infinite could gain a lot by adopting this as well as having armour that is unlocked through doing something unique or challenging why on earth did you put Helioskrill in the packs?). - Traditional lobby screen (This means gamertag, emblem, rank, service tag all we need for players). I haven’t heard of a halo player that dislikes the vote system so bring it back! - Less is more (This is mainly an issue with Halo 5 and the req system but armour doesn’t need variants and neither do the weapons). - Everything available on day 1! - Main gamemodes (4v4 Slayer, Swat, Snipers, Infection, FFA, Big team battle and Grifball). - Playable Elites - Simple file browser - Daily and weekly challenges (Just like Reach, gives you another reason and motive to play).Edit:
More symmetrical slayer maps that aren’t complex (Halo Reach MLG maps). - Weapon bloom and variety (The dmr in Halo reach set a reasonable skill gap and made the game more fun, with halo 4 and 5 the dmr and br’s consistency made duels between players too predictable and gives no chance for the person who got shot first to fight back resulting in either running away to recharge shield or lose outright. Also not all weapons need to be 100% accurate like a dmr). - No ADS (Halo 5 added this it didn’t work. Why can you aim with the melee weapons!?) - No personal Loadouts (All players need to start the same, who left these weapons all over the place?) - Power weapons need to feel powerful (Needler isn’t a power weapon) - Worthwhile Legendary ending. - Health system (Halo 1 and Reach) - No squad system (If i die playing solo i die not downed, bring back the challenge of legendary campaign). - Dual wielding - Original gravity hammer physics (In Halo Reach it was perfect you could use it to propel yourself and using it in Grifball took skill and familiarity with the weapon).