JavaScript is required to use Bungie.net

Forums

originally posted in:Halo Forum
Edited by MrR46: 7/29/2013 8:33:43 AM
8

You are now the lead multiplayer designer of Halo 5

Yep, this thread again. You now have full control over Halo 5's multiplayer. What do you do? How do you handle the sandbox? The maps? The finer points (movement, aiming, etc)? Playlists? Go as in-depth as you want. [b][u]THINGS I'D TRASH[/u][/b] -[u]Forerunner weapons[/u]. Most of them are just bad clones of already existing weapons. They serve no purpose. -[u]Armor abilities.[/u] Obviously. -[u]Sprint.[/u] Obviously. -[u]Bloom[/u]. Obviously. Maybe I'd keep timing bloom (like on the sniper), but that's it. -[u]Custom loadouts and perks.[/u] Obviously. -[u]Ordnance[/u]. Obviously. [b][u]THINGS I'D BRING BACK (FROM ANY PRIOR HALO GAME)[/u][/b] -[u]These weapons[/u]: CE or H2 Sniper rifle, CE rocket launcher, CE shotgun, grenade launcher, SAW, Reach plasma pistol, CE plasma rifle, needle rifle, concussion rifle, energy sword, gravity hammer (grifball only), plasma launcher, frag grenades, plasma grenades. Any weapon I haven't mentioned would not be returning. -[u]These vehicles[/u]: Warthog, gauss hog, rocket hog, scorpion tank, mantis, falcon, mammoth (modified/downsized for multiplayer), ghost, spectre, banshee, wraith, AA wraith, shadow (from Halo 2 campaign). Any vehicles I didn't mention wouldn't return. [i]Maybe[/i] sabres and seraphs as well for a dedicated air combat combat map, although such a map would probably be too inflexible to accomodate other playstyles. -[u]Powerups[/u]: CE overshield, CE active camo, damage boost, speed boost, custom powerup for forge. Powerups would be more relevant to the game than ever before, especially in games of 4v4 or less. -[u]These objective gametypes[/u]: CTF (classic), oddball (classic), KOTH, bomb, extraction, territories, invasion, zombies, grifball, race. Anything I didn't mention isn't coming back. -[u]A Halo PC map remake[/u]. One of Danger Canyon, Ice Fields, or Death Island. -[u]Larger clip sizes and max ammo counts[/u]. -[u]Static respawn timers for [b]everything[/b][/u]. -[u]Health[/u]. [b][u]THINGS I'D ADD (HAVEN'T APPEARED IN A HALO GAME BEFORE)[/u][/b] -[b][u]New weapons[/u][/b]: The primary UNSC headshot and automatic weapons would be brand new to the series. The headshot weapon would be based heavily off of real life carbines, and functionally would very much resemble the Halo CE pistol. Very fast minimum kill time, noticeably slower average kill time, skill to use, pretty fast fire rate (like the pistol), inaccurate if autofired, must lead shots at range. Not sure what to call it, probably some abbreviation like they did the DMR. Or maybe just 'the carbine'. Visually, think [url=http://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Kel-Tec_SUB-2000.jpg/300px-Kel-Tec_SUB-2000.jpg]this bad boy[/url]. The automatic weapon would be based off the Mac-10 and have more in common with the SMG than the assault rifle. Not a whole lot to say. 50 cal would be introduced as the main anti-vehicle weapon, and be a non-detachable turret, probably on the roof of BTB bases. Wouldn't be as effective against armored tanks, rocket launcher would have the advantage there. But warthogs and banshees and the like, watch out. Also, all covenant weapons would be battery powered instead of traditional clips, and prone to overheating instead of needing to reload. [u]New Vehicles[/u]: Jetski. Also, a variant of the ghost where it has no plasma cannons or on-board weapons, but is faster and very effective at splattering. [u]Weapon attachments[/u]: I know, I know, copying from CoD, but hear me out. They'd be on the map and work like equipment from Halo 3, so it's predictable and can be controlled. You'd pick it up and it'd go in an empty slot on your HUD until you either use it (or apply it to a weapon in this case) or discard it. Applying it to a weapon would take about the same amount of time as a regular reload. One attachment per weapon. For the sake of logic some attachments would be UNSC only and some covenant only. Some ideas, effects obviously only apply to the weapon with the attachment: UNSC -[b]Superscope[/b]: Scope zoom distance doubles. -[b]Stealth[/b]: Removes trails from sniper shots. -[b]Silencer[/b]: Should be self-explanatory. -[b]Dexterity[/b]: Faster reloads, faster melee recovery, weapon comes off your back quicker. -[b]Ammo[/b]: Can carry 20% more ammo, or an extra clip, or whatever. On covie weapons, battery depletion per shot is reduced. -[b]Bayonet[/b]: Doubles melee damage. -[b]Explosives[/b]: Doubles damage radius of explosive weapons. COVENANT -[b]Freeze[/b]: The effects of plasma stun are doubled. -[b]Efficiency[/b]: Overheating rate is halved. -[b]Combat[/b]: Melee range is doubled. -[b]Stalker[/b]: Projectiles that home in are much better at doing so. One last note, another one would not respawn on the map as long as the previous attachment is still in play. [u]New powerups[/u]: Jump boost, ripped from Unreal Tournament, which had the jump boots. Basically, after pickup your next 3 jumps are given significantly more vertical. [b][u]MAPS[/u][/b] 6 small maps for 4v4 or less, all geared toward MLG-caliber play. 2 asymms and 4 symmetricals, all taking place indoors on hard surfaces. Each map would fill a different role. For examples of roles, a control-oriented vertical asymm (like Prisoner or Damnation... or Sword Base...), a compact asymm (like Guardian or Lockout), a room based asymm (like Chill Out), an atrium or multiple atrium style asymm (Quake type map, like the custom CE map Downrush), a 2-base symmetrical arena (like Midship or Zealot), a 4-base symmetrical arena (like Wizard), a control-oriented vertical asymm (like Countdown), a fortress style symmetrical (like Battle Creek or Citadel, basically a classic CTF map), a bottleneck symmetrical (like Narrows or Longest)... and many more, I think you get the point. 6 more maps for BTB and invasion. These would all be very large scale and the absolute minimum for a decent game would be 12 players. Unlike the small maps these would be set outdoors in natural environments, with a vivid art style. I would want Halo 5 BTB to have as much vehicle-centric mayhem as possible, so all these maps would have to support multiple types of vehicles combat. A couple of maps should have water sections for the jetski, maybe a bridge extending over them for infantry and minor vehicles. No in-betweens like Burial Mounds or High Ground. In-betweens suck. Just for fun, some potential environments for both groups of maps: -A UNSC submarine, with windows showing the underwater setting. Think Regret. -A space station that has full view of Reach being glassed and the forces fighting in space. I know Condemned already did this, but use it again dammit. I love space stations. -A nighttime snow map, like Two Betrayals. Don't think we've seen that in multiplayer yet. -A symmetrical arena aboard a covenant ship. I mean, this is mandatory. -A BTB map based on [url=http://en.wikipedia.org/wiki/Plitvice_Lakes_National_Park]Plitvice Lakes National Park[/url]. If that's not an IRL Halo environment, nothing is. -The ruins of New Phoenix. -An elegant forerunner environment with lots of blue and bronze, and high ceilings. Think Epitaph, or The Silent Cartographer. -A dark, creepy forerunner environment. Think Rat Race or The Library. So that gives you an idea of the direction I would take the franchise. What do you think?
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
You are not allowed to view this content.
;
preload icon
preload icon
preload icon