Well,
The Falcon mission in Reach, New Alexandria, is not a “mechanic”, it’s a mission. There are no mechanics in that mission that aren’t available otherwise in the game. The falcon is an asset.
The MAC cannon is just a specific vehicle, so not much more than an asset. Not a mechanic.
The space mission on the other hand, that’s closer to a “proper” mechanic. But that would more be the zero gravity and that the sabre doesn’t turn around like the banshee, it’s moving, tilting, twisting and turning in a true 3 dimensional manner. The sabre itself again isn’t a mechanic, it’s an asset.
Halo 4’s stuff then
“Button prompts”, I’m guessing you mean quick time events. Yes, you could label them as “mechanics”, but I wouldn’t actually count them as “mechanics” in a playable manner. They’re more scripted events that require player input. We climb up in the first and last mission, but only in those segments, there are no other places in the campaign where you can go up to whatever, grab a ledge and then climb up. As you could for instance board a vehicle.
The Pelican is yet another asset we’re given to use, it’s not a mechanic.
The Broadsword I’d say is the same again as Reach’s sabre.
With that out of the way.
I’m fine with asset experimentation in the campaign, but from a player mechanical point of view I want the campaign and multiplayer to be the same. If we sprint in the campaign, sprint needs to be in multiplayer, if we don’t sprint in MP, then we don’t sprint in Campaign. That’s to make a unison gameplay mechanical experience. Putting in specific player mechanics in one mode and not another will just not make the game consistent through and through, not to mention potential problems with controller layouts.
I also do not want QTE’s anymore. They’re lazy ways to have the player “play” the game in order to perform actions he/she will never be able to do either way. I see no reason why those Beacons when we released the Didact had to be QTE’s, uneccessary button mashing to progress into something we’re going to progress into either way.
Then the climbing, no use. Either we mess up and die completely and have to restart, or we do it and win.