Regarding Halo 6...and it pains me to say it, but part of me wants them to go the Destiny route.
So a standard campaign with all the usual bells and whiatles, but it's all started from a hub world (a remote outpost where the arbiter and the Infinity crew can go out for missions etc, perhaps the Infinity itself?)
As well as the standard campaign, players can walk over to the arena training room on board Infinity for Multiplayer, and carry out Raids (set missions against the created/Forerunners etc) for co-op, Firefight etc.
Making hub world's, having items to earn for customisation, weapons for missions... Could be a really unique and revitalising take on Halo and something that could be continuously built upon.
Like many Halo fans, I think Halo 5 was a real return to form but in order to recapture that fervour that Halo generated, it needs to go all out on this kinda stuff.
On a similar note, one thing I'm hoping is that with how character-driven 343's approach to 5 was, we get an almost RPG party-style setup with improvements made to the Musketeer AI systems - with 4-player co-op or 3 AI companions like before, but in an almost class-based fashion. You start out with Osiris and Blue Team as the teammates you can add to your fireteam per mission, and you can likewise customize their loadouts to a certain degree - Fred could have a DMR and an AR or a BR and throwing knives, etc. and each character would also have perks that could be somewhat customized per mission that would resemble the Player Trait functionality we've already seen in customs. You'd have a certain amount of "loadout points" that could go into each character (but they aren't locked-in like in a skill tree sense; every loadout option just happens to have a resource cost for balance reasons), and eventually you'd "recruit" more party members that could go on missions with you, such as the Arbiter, Thorne,
Exuberant, etc. Just as an example, let's take H5G's existing "loadout" for Tanaka and then play with it a little bit, assigning some arbitrary loadout point values to stuff:
TANAKA -
Default Configuration (30 pts total available):
Primary: DMR (5 pts)
Secondary: Magnum (Free)
Grenades: Frag x2 (Free)
Perk 1: Enhanced Sensors (15 pts)
- Motion Sensor remains active while in smart scope. Motion Tracker range increased to 40M.
Perk 2: Reflex Enhancers (5 pts)
- Reduced cooldown and increased distance on Thruster evade.
Perk 3: Calibrated Stabilizers (5 pts)
- Slower stabilizer descent.
TANAKA -
Mixed Technician (30 pts total available):
Primary: DMR (5 pts)
Secondary: Plasma Pistol (3 pts)
Grenades: Frag x1 (Free), Plasma x1 (2 pts)
Perk 1: Shield Buffering (15 pts)
- Piloted vehicles without shielding are granted a layer of energy shields; vehicles with existing shielding are granted overshielding.
Perk 2: Tech Medic (5 pts)
- Vehicles in a 20M range heal more quickly over time.
Perk 3: Not Available
TANAKA -
Hardline Assault (30 pts total available):
Primary: Grenade Launcher (10 pts)
Secondary: SMG (3 pts)
Grenades: Frag x3 (2 pts)
Perk 1: Death From Above (10 pts)
- Ground Pound has shortened charge time, faster falling speed and a higher blast radius, damage and knockback effect.
Perk 2: Increased Strength (5 pts)
- Melee attacks and Spartan Charge have additional range, knockback and damage.
Perk 3: Not Available
Most of the perks would be available across several characters, though some could be exclusive (like Tanaka having an ambient vehicle repair ability).