Why do you guys wants to explore? To look at virtual rocks and water? Seems pointless to me... If there was something worthwhile like an ability (as in the metroid or zelda series) then exploration would make sense. But in Halo? Nope
It would require a massive revision of the design philosophy but "powerups" would be entirely possible. Let's say we use my modified version of HALO: Shield and Sword's Armor Ability system. You get access to Passive and Aggressive Armor Abilities, both of which run off of a single Armor Ability meter which has a total of 30 points from the start. Once these points are exhausted, they do not recharge in Multiplayer; you would have to find an Armor Ability Node, which fully restore your meter and are located in neutral locations across the map. Armor Ability Nodes do not spawn until later into the game (such as a minute apiece) and there are only enough to be used by a single team depending on map size. For example, a small map (4v4) would only have 4 Nodes. A large map (8v8) would contain 8. In Campaign, your meter would just recharge and most likely allow you unlimited Passive use.
Passive Armor Abilities
Armor Enhancements displayed directly on your HUD. They do not require a button to activate but
do feed off your universal "Armor Ability" meter. An active Passive AA eats up 2 AA points per second, meaning it is possible to use 15 full sustained seconds of one. You can cycle through them using the horizontal DPad buttons. Cycling through them works in a "full circle" fashion, with the default Sonar being the immediate option. Scrolling left activates the options above it; scrolling right activates the ones below it. It is possible to scroll directly from VISR to Flashlight or vice versa. They include:
- VISR 4.0 (ODST variant, no Promethean Vision wallhacks)
- Motion Tracker 25M
- Sonar [Default]: A 25M motion tracker that displays allies at all times, but only displays enemies on radar when they are firing or using an Aggressive Armor Ability, throwing a grenade, and so on. Vehicles will display on Sonar. The Sonar does not use any Armor Ability battery and exhausting your meter will revert your Passive Ability back to Sonar with no repercussions.
- Night Vision (Halo Reach variant)
- Flashlight (Halo CE Variant)
Aggressive Armor Abilities:
Armor Abilities that are used directly by the player to augment their combat prowess, requiring a single tap of the Armor Ability button, with the sole exception of the Jump Jet. You can cycle through them using your vertical DPad buttons. A single use of an Aggressive Ability uses 5 AA points. None are "sustained," so without Passive use you can perform an Aggressive Ability up to 6 times before your meter is depleted. Cycling through them works in a "full circle" fashion, with the default Sprint being the immediate option. Scrolling up activates the options above it; scrolling down activates the ones below it. It is possible to scroll directly from Jump Jet to Auto Turret and vice versa. They include:
- Jump Jet: Double Jump. When being used as your Aggressive Ability, simply tap the Jump button twice to perform a second leap of equal height. It should go without saying, but you have to perform a first jump to Jump Jet; there's no Melee/Brawl-style "jump in freefall to recover" mechanic.
- Thruster: Same as Halo 4, but with an increased range (about 1.5 or 2x the current distance). It also carries momentum now, meaning that Thrusting out of a Mancannon will send you farther but also doubles your gravity. You can't just use a Mancannon to launch to the enemy Ragnarok base, for example.
- Hologram: Halo 4 version.
- Sprint [Default]: Works similar to the Halo 4 version. Sprint has a Procrustean cooldown similar to Halo 4's version, but does not feed off your Armor Ability meter. Exhausting your meter will revert you to Sprint with no repercussions.
- Regeneration Field: Significant Revisions. Regeneration Field now "sticks" to your Spartan with a much more reduced range. Recharge Time Wait is reduced by half; Recharge Time Rate is doubled. The field only envelops your Spartan for five seconds, meaning that "groundhogging" is impossible like in Halo 4. It is unwise to use it in the middle of a skirmish; if teammates are all in range to get healed by it, they're also in range to be bombarded by grenades, rockets, and so on. This ability is designed mostly as a function to "reward" your surviving teammates after a skirmish. Also important is that two Regeneration Fields that come into contact with eachother will cancel both out, wasting an Armor Ability use, regardless of team affiliation. In Campaign, this ability would be replaced by a temporary Active Camo ability.
- Jackal Shield: Significantly nerfed Hardlight Shield. It's only big enough to cover your head and some of your torso. It takes about a second or two to even activate, initiated by an elaborate animation of your character flicking their wrist to turn it on, meaning you can't just whip it out to survive like Armor Lock or Hardlight Shield. It stays active for a full five seconds, and cannot be ended early, leaving you unable to shoot until it dissipates. You're stuck in third person, moving with left stick, and aiming/moving the shield with your right. It "bobs" rather than statically rotating on an axis like the Hardlight Shield, meaning you have to be careful if you want to use it successfully. It does have some advantages, however. Notably, your movement speed is unchanged. Human bullets will ricochet off it and do no damage (but can still damage your unprotected Spartan), but Plasma will disintegrate the shield pretty rapidly. The primary purpose of this ability is advancement despite being defensive. It's impossible to use it effectively or even consistently to retreat because of how much of you is unprotected. Rather, if you're in cover and need a way to get from point A to point B and survive (but still take damage, just not headshots), this ability will help you do that. It would probably be the most useful against snipers and DMR fire, meaning you can't just get pinged on big open maps. A version of this more akin to Halo 4's Hardlight Shield would show up in Campaign, requiring a full sustained 5 seconds of use and only a single button press to activate.
- Auto Turret: Buffed Halo 4 version.
In Campaign, you'd start with Sprint and Sonar. In an open world game, you'd have to explore areas to find a few key things: Intelligence, Ordnance (allows for the potential of beefy Promethean weapons), Powerups (adding to your Armor Ability rotation), and Terminals. Which, hopefully, could be a mix of the ones in Halo 4 and more abstract-style cutscenes similar to what the Librarian did in the Reclaimer cutscene. You could still have a first mission like Dawn; hell, it'd practically be mandatory. However, I would have a way different opening rather than just camera pans in the Dawn. The recap Prologue was a good idea but I think it'd also be interesting if we got nightmare-style flashbacks from when the Chief was in cryosleep, being plagued by things like the Flood, High Charity, Spark killing Johnson, etc. It ties into a later bit of my idea, but dialogue would show up too, for example
"You are a child of my makers, inheritors of all they left behind. You are Forerunner. But this ring... is mine!"
The second mission would have you waking to Cortana establishing a hidden base of operations out of the wreckage; you see a few passive Engineers and Sentinels trying to help her as well. You wake up surrounded by Constructors (the little Plasma Pistol Sentinels from Sacred Icon) and an Engineer or two, who back up to give you space as you're now adorned in your new armor. She tells you she'll maintain contact remotely and your objective is to try and gather some intel but stay under cover. Walking out of the mountain, it opens up into a vast, open valley or canyon; this marks the start of your venture into the hub world.
You're allowed to do a little exploring on some mountain ridges. Doing so could find you an extra weapon or two like a DMR. Once you try and jump off, it works similar to the end of Shutdown, immediately transitioning into a cutscene after hitting a barrier; it initiates a Reach-style first-person cutscene of you sliding down the mountain similar to Nightfall and ending up by a few UNSC munitions like a Warthog and Mongoose, which are likewise surrounded by Constructors and Engineers. They "flee" save for two Constructors and an Engineer. Chief reaches for a Constructor slowly who automatically "dismantles," similar to a recharging Boltshot, and immediately reconstructs when Chief withdraws his hand. The two Constructors fly off. He looks at the Engineer.
Cortana: "I know we've encountered these things in briefings before, but I've never seen one in its natural 'habitat,' so to speak."
Chief: "Engineers."
Cortana: "Correct. It looks like after we jumped after Regret's Carrier a few years ago, a lone ODST squad found the things
everywhere in New Mombasa. Intel seems to indicate that they're passive and mostly like to play with foreign technology, though I don't know that I can say the same about their creators."
Aware that it's passive, Chief lowers his weapon slightly and looks to a repaired gauntlet of his, previously damaged in an encounter. He gives the Engineer a simple pat on the head similar to Dare. It burbles and then flies off as well.
Cortana: *playfully* "I guess these things like you."
Chief: "A little
too much, if Spark was right."
Chief looks to the modified vehicles.
Cortana: "You should get going, John. Shield Worlds are meant to keep things in, not let them out. I have a feeling this won't just be pushing buttons and finding comm relays."
Chief: "Understood."
Those all-too-familiar widescreen bars cover your screen for a brief moment with their subtitles.
"Requiem For A Dream."
OBJECTIVE: EXPLORE