I was thinking about what would make a decent Halo in the future and how you could go back to a more classic style Halo without screwing over all the people that like the more random Halo we have today.
What if you go back to having set weapons on the map, no random ordnance, but you keep the weapon indicators. This way, you can still fight over power weapons, and good players can still time out the weapons and prepare for the weapon spawn, but new players will be told there’s a power weapon on the map when it spawns, and they’ll know where they are at the start of the match. Also, weapons that drop in, or spawn, cannot hurt you anymore.
Other changes...get rid of flinch, because, you know, it’s terrible.
Now, as far as instant respawn and sprint. I was thinking about this, and I think it would be be best to have one or the other and not both. I like sprint as a way to get around the map faster, and I know maps were designed with sprint in mind this time around, but even back in the day some maps were so big it would have been nice to sprint a bit to get around. BUT...the way I’ve always wanted sprint to work is once you start getting shot, you exit sprint. There would also be some kind of cooldown so you cannot spam the sprint button to keep sprinting after every shot. Once you are hit, you have to make an immediate decision to either engage or walk to cover like you would in previous Halo games. So sprint can be useful to get around maps and quickly get back into the action (which was the whole point of instant respawn anyway) but you cannot use it to run away from confrontations; it’s no longer your get-out-of-jail-free ability.
Ok, so you have sprint remaining and weapon indicators as features from recent Halo but no more random weapon spawns.
Now, as for perks and armor abilities. Honestly, I would love to see abilities just go away. Will that happen? Probably not...but what if we handled it this way.
Take a few abilities, say for example, jet pack, hologram, hardlight shield, and shield regen. Put these on a huge cooldown. Once you use your ability, the indicator goes dark and will not appear again for another 30 seconds or so, maybe even longer. No recharging, whether you use your ability for just a second or get the full use out of it, the indicator goes dark afterwards, and it will be a while before you can use it again. So, you have this ability you can use in your pocket, sort of like the bubble shield or regen field from Halo 3, but you basically get one use of it per life. Good players that live longer obviously will maybe get a second or third use out of it, especially if they’re a conservative player that hangs back and has a longer average life per game, but most people are usually right in the middle of the action and don’t live longer than 30 seconds (at least, I don’t think, I’m not an expert on this stuff.)
So now, you can have an ability, but you can’t spam it. You can’t fly around every encounter now with a jet pack. You can’t sit and snipe in camo (get rid of camo as an ability and put it on the map as a pickup). You have to make better decisions with the ability you roll out with, be more tactful with them. The combat in Halo, then, is more about your encounters with your weapons, rather than this cat and mouse stuff or just random outcomes you never saw coming as the result of all these abilities being spammed.
The result is, yes, we still have abilities in Halo, but they’re much more limited. So recent fans of the series can still pick an ability, but the fans of old school Halo don’t have to constantly be irritated by them.
And finally, perks. What if we kept the loadouts where you can pick what kind of main weapon you use...dmr, br, assault rifle, etc. You can no longer choose a secondary, such as plasma pistol, but plasma pistols can be put in key places on the map to deal with vehicles (along with sticky grenades).
So you pick your weapon and ability....and then perhaps....a 'class.' This allows the kiddies who like to customize things to still have options. But there’s only so much to choose from.
So I was thinking....what about a heavy weapon class, a precision rifle class, a grenade class, and some kind of vehicle class.
Each one of these gives a slight buff. If you roll out with the heavy weapon class, you get one of two more exatra rockets when you pick up the launcher on the map. Or a few more sniper bullets. So it’s basically the ammo perk but only for the heavy weapons. The rifle class is basically the firepower perk, roll out with 2 primary rifles. Grenade class would allow space to carry an extra grenade in the grenade slots. And the vehicle class would allow vehicles slight resistance to plasma overcharge; it would still come to a stop, but briefly, before being able to mover again. I don't know, something like this, whatever.
So, fans of the new Halo still get some....‘perks’....but there’s only 4 or so to deal with, and imo, they aren’t too game breaking. But no more of this escaping vehicles before they explode nonsense. No more guessing whether someone can reload faster than you. Just clean things up a bit while still giving the kids things to choose.
You can keep things like visor colors and stances and skins and things like that as unlockables, but don’t lock away weapons. Seriously.
And finally, no personal ordnance. And since that’s gone, and you don’t need a million medals anymore to fill up a meter, get rid of a bunch of stupid medals so that earning a medal actually feels nice again, rather than earning a medal for practically breathing.
And just give players more options in general...customize your controls, toggle text in the middle of the screen, etc.
Anyway, that’s my idea for a future Halo...I’m just trying to think of a way we can sort of get back to classic Halo in a way that makes sense, where you don’t just strip away every single thing. We’ve had 2 Halos now that have sort of been a mess, imo. And there’s a lot of current players who only know Halo to be this crazy fiesta-like mess. So when trying to pull things back a bit, you kinda have to find a way to give a little, too, and this is just my line of thinking as to what to give and what to take away.