As per usual, when I have writer's block, I start thinking about Halo, and that lead me to thinking about Halo 5.
Not the kind of Halo 5 that's straight fan-service, I seriously sat down and contemplated what would be a good move for 343i in Halo 5, and I have a list of ideas now! Take a look!
Halo 5 brings back the Brutes as a sizable force, part of the new Covenant, and expands the Forerunners. Dual-Wielding returns too!
Precision Loadout Weapons:
Designated Marksman Rifle
Battle Rifle
Covenant Carbine
Light Rifle
Needle Rifle
Spike Rifle (Brute Precision Weapon, took the idea of the Halo: CE gravity rifle and applied it to Brutes)
Forerunner Rifle (pictures seen in Forerunner exoskeleton concept art)
Automatic Loadout Weapons:
Assault Rifle
Suppresor
Storm Rifle
Brute Storm Rifle (Red variant, fires faster and overheats quicker)
Heavy Spiker (Brute assault rifle, a more tactical, larger Spiker)
Silenced SMG (Semi-accurate at long range, short scope like before)
Pulse Rifle (Fast-firing Forerunner Anti-Infantry weapon, short scope)
Sidearms: All sidearms are DW besides the AutoMag
Boltshot
Bishop Beam (Forerunner Beam pistol, seen in Halo 4's code)
Burst Pistol (Forerunner SMG pistol, seen in Halo 4's code)
Magnum
AutoMag (Slightly less damage, more shots per clip and FPS, and longer range)
Plasma Pistol
Mauler
Carbine Pistol (Shoots Carbine-esque projectiles quickly, gives the Covenant an actually useful pistol)
Shields: Held in the off hand with a DW weapon, holding this up can stop damage, similar to a COD Riot shield, but not as OP)
Kig-Yar Point Defense Gauntlet
Brute Spike Shield
UNSC Spartan Battle Shield
Promethean Hardlight Gauntlet
Grenades:
Fragmentation Grenade
Smoke Grenade (generates smoke to make it harder to see)
Plasma Grenade
Pulse Grenade (gains a stick effect)
*Firebomb Grenade (Or human thermite/napalm grenade)
Spike Grenade
*Gravity Grenade (Brute grenade, sticks and detonates a gravity hammer-esque energy field)
Scatter Grenade (sticks to surfaces, launches scatter projectiles)
*Remote Detonator (throw at target, next trigger pull detonates it)
*Stasis Grenade (sticks targets and holds them in place, creates an AoE that slows enemies)
*Sonic Grenade (explosive sonic boom does damage, knocks them back, and creates a huge noise. Stick is an instant kill)
*Denotes 1 grenade only
Heavy Ordnance:
Plasma Launcher
Concussion Rifle
Brute Shot
Fuel Rod Cannon
Rocket Launcher
Grenade Launcher
Incineration Cannon
Enforcer Rockets (taken off Enforcers, indirect fire weapons)
Spartan Laser
EMP Cannon (fires a bolt of electricity that temporarily disables vehicles and brings down shields, 5 shots)
Stasis Gun (found in Halo 4's code)
Target Designator (can be used to call in a Mac strike from Orbit, Vulture strafe, or artillery barrage) (Covenant can have a similar one that fires a Cleansing Beam, Assault Phantom Strafe, of Wraith barrage)
CQC Ordnance:
Energy Sword
Gravity Hammer
Blade Arm (Promethean Blade Arm)
Machete (tempered to combat blade arms, energy swords, and cut through shielding)
Humbler Shock Stick (Based on Humbler Stun Baton, but lethal electrical damage)
Shotgun
Scattershot
Plasma Shotgun (Covenant plasma shotgun, does more damage to shields at greater range, but less damage altogether)
Brute Spike Cannon (Brute Spike shotgun, does more damage altogether, at much shorter range)
Standard Ordnance:
Plasma Rifle (DW)
Brute Plasma Rifle (DW)
SMG (DW)
Spiker (DW)
Lupara (sawed-off shotgun, DW)
Focus Rifle
Needler (DW)
Heavy Needler (Higher Power, no dual-wield)
Sentinel Beam
Heavy Sentinel Beam (Blue Beam, faster overheat, more damage)
Plasma Repeater (from Reach)
Sniper Rifle
Beam Rifle
Binary Rifle
Hard-Sound Rifle (single-shot bolt-action sonic sniper rifle, only 4 shots, mentioned in Halo comics/books. Scope can look through walls, instant kill through any object, 0 vehicle damage)
Sticky Detonator
Railgun
Pulse Beam (medium-range Forerunner anti-infantry weapon, idea from Enforcers, DW)
Turrets:
Machine Gun
Hunter LMG (30 Cal, like Jorge's from Reach, more ammo, fires faster, less damage)
Missile Pod
Gauss Turret (detachable, limited ammo)
Assault Cannon (like a Fuel Rod Cannon, only 5 shots, fires like original Hunter shots)
Heavy Assault Cannon (like a Fuel Rod Cannon, limited magazine, fires like later Hunter's weapon)
Plasma Cannon
Light Plasma Cannon (small Plasma Cannon carried by Grunts in Halo 2, more ammo, fires faster, less damage)
Plasma Torch (idea from Gravity Wrench design in Halo: CE, fires a stream of plasma that clings to surfaces and burns away shields)
Flamethrower
Armor Abilities:
Armor Lock (needs to come back)
Evade (the dodge ability is useful)
Hologram
Active Camouflage
Hardlight Shield
Auto-Turret
Promethean Vision
Jet Pack
Thruster Pack (still useful, even with Evade back)
Regeneration Field
Drop Shield (needs to come back)
Everyone can SPRINT
Spartans can use a VISR, Elites use a similar module, Prometheans have a similar ability, and Brutes use a thermal sensor)
Equipment: single-use equipment should come back
Energy Drain
Trip Mine
Stasis Mine (creates a stasis field if proximity is entered, lasts 10 seconds)
Flare
Radar Jammer (disables radar and VISR/VISR-like modules in an area)
Deployable Cover (the deployable shields can be useful for quick cover)
Drones (Deploys 2 Constructor Drones from Halo 2, hover around and fire Bishop Beams at enemies)
Bubble Shield (We have Drop Shields, but these retain their indestructible nature)
Regenerator (we have Regen Fields, but this would be a single use)
Autosentry (deploys an autosentry with a Heavy Sentinel Beam, hits enemies in a certain range)
Active Camouflage Module (single use)
Seeker (deploys 1 UNSC drone with an SMG, like a quadrotor)
Vehicles: UNSC
Warthog (Standard, Gauss, Missile, Troop)
Hornet
Falcon (Assault, Troop, Variable)
HAWK (replaces Hornet, or only optional on some maps)
Pelican (FLYABLE IN MULTIPLAYER and CAMPAIGN)
Vulture (see above)
MANTIS
Scorpion/Grizzly (either keep the Scorpion and use the Grizzly on certain maps and Campaign, or replace Scorpion with Grizzly)
Mongoose
Doozy (using Covenant tech, this 2-seater hovers, backseat has a machine gun turret)
Elephant (drivable in multiplayer and campaign)
Mammoth (bring back for campaign)
Broadsword/SABRE (space combat, if added)
Cyclops (like a Battlearmor from MA2, attack claw and machine gun, increased movement speed and jump jets)
Vehicles: Covenant
Shade (keep current version, and include an Assault Cannon variant)
Ghost
Spectre
Chopper (comes back with Brutes)
Prowler (see above)
Revenant
Wraith (Standard, AA, both version pilotable)
Spirit (pilotable, Anti-Troop and Concussion Cannon variants)
Phantom (Standard, Assault, Gunboat, all pilotable)
Banshee (Standard, Space, if space combat is added)
Locust (pilotable, campaign and multiplayer)
Gorgon (Covenant walker, design from Halo Wars)
Shadow (Pilotable, campaign and multiplayer)
Air Artillery (design from Halo Wars)
Scarab (back in Campaign)
Harvester (back in Campaign)
Vampire (from Halo Wars)
Lich (back in campaign)
Forerunner Vehicles (TBA)
Assassination Weapon Choice: At higher levels and through commendations, you can unlock different weapons to assassinate an enemy with, giving you new and interesting assassinations
Combat Knife
Brute Combat Knife
Energy Dagger (From reach)
Energy Cutlass (Handheld, a kig-yar melee weapon)
Curveblade (Elite short blade)
Kukri (Yes, like Emile's)
Hardlight Dagger (an extendable Hardlight short blade)
Hardlight Blade (a knife-like Hardlight blade)
Support Upgrades:
Dexterity
Sensor
Explosives
Stealth
Gunner
Drop Recon
Fast Track
Tactical Packages:
Mobility
Grenadier
Resupply
Requisition
Wheelman
AA Efficiency
Awareness
Assault Upgrades:
Firepower
Ammo
Nemesis
Shield
Stability
Augmented Strength (melee carries a knockback, punches do double damage to vehicles, instantly kill enemies during a jack)
Ordnance Priority
Loadout Choices:
Primary - Precision or Automatic
Secondary - Sidearm
Grenades
Armor Ability
Equipment
Tactical Package
Support Upgrade
Assault Package
Armor Setup (Race)
Customizable Class Name
Loadout Explanation:
Dual-Wielding can be with 2 of the same gun, 2 different types of guns, or with a gun and a "shield" device. The shield can be held up to block damage when activated, and gives a knockback when a melee attack is delivered. Armor Abilities are always on your Spartan, unless you pick another one up. Equipment is a single-use item that can give you an advantage in combat, such as activating your active camouflage module while your active camouflage armor ability cools down can keep you invisible for a little longer, which can be crucial. Equipment can be called down in ordnance or found on the map, as not all equipment comes standard on a Spartan in matchmaking. Tactical Packages and Support Upgrades return with some changes, but the new Assault Package will be more crucial, taking things like Ammo and putting them in a new category, lowering the number of abilities you have to choose from in each category, but giving you three separate categories. Armor Setup allows you to customize your Spartan to look like he fits each different class he uses, such as using Recon Armor for a Sniper or Warrior/Soldier armor for an Assault Trooper. You can also set a default Spartan, which will be the only one available in certain game modes, and you can set this as the armor for all classes, bypassing the customization if you don't want to do it. You can fully customize your class name, and can upload your setup to your file share for friends to see. Camouflage and armor designs can be purchased with a new in-game credit system, that gives you a certain amount of credits based on kills, deaths, and victory/defeat in online matches. Higher-level armors can also be purchased this way, as well as armors being unlocked by level. Weapons, tactical packages, support upgrades, assault packages, grenades, equipment, and more loadouts can be bought that way.
Maps:
New maps. Huge maps for more vehicular combat.
Remake all successful Halo maps: Blood Gulch, Exile, Waterworks, Narrows, Sword Base, etc.
Allow time controls and time passage. Time choices include Morning, Noon, Sunset, Evening, Midnight. Allows maps to take on a different atmosphere at different times of day. Matches can take place with a time passing mechanic, allowing the match to start in the morning, then keep going through midnight, and so on and so forth.
Forge:
Functioning pieces - control switches, activation buttons, etc.
Time Mechanic incorporated into Forge.
Allow grouping and saving of pieces.
More Forge areas, BIGGER Forge Areas. Desert, Arctic, Woodland, Grassland, Waterfront, on the water, Underwater, Space, Underground, Cliffside, Covenant Environments, Forerunner Environments, Flood Environments, Human Cities and Colonies, etc.
Allow NPC placement and customization for Firefights.
Allow forging of campaign-esque levels, giving objectives and battling NPC's, and allowing recording so the creator can also be a narrator and commander for the mission.
Massive non-usable (or usable) structures, such as a Tyrant AA Gun or MAC, turrets, shields, light bridges, etc.
Ability to place light bridges, gravity transporters (Halo 2), etc.
Flip, Reverse, and Undo features
Precision Editing
Custom Power-Ups
Editing Gravity Volumes, changing sizes, shapes, and amount of gravity
Smooth textures, re-coloring, capability to theme pieces.
Better effects.
Allowing placements of pre-made, large vehicles or structures, such as placing small Covenant Corvettes in the sky connected by gravity transporters with a dominion gametype, or placing 2 Mammoths that act as mobile command posts.
More objects in general.
Placing lights that effect the dynamic lighting of the map.
Natural objects increase. A variety of trees, bushes, strips of grass, rocks of various types and sizes, vines, moss coverings, etc.
Allow custom music choices to be uploaded.
Object despawning and spawning fixed.
Magnets fixed.
Fix explosives.
Customs:
Flood customization fixed
Traits fixed
All good gametypes return
Greater customization for all gametypes
Ability to make private customs matches public. Allows online connectivity for anyone to play custom games.
Progression System:
Player Rank - handled in 3 different ways: CSR, Specialization, and Standard Ranking.
Specialization is unlocked from the beginning, and allows you to unlock the Specialization Packages and upgrades, as well as the specialized armors and weapons. Specialization cuts Standard ranking leveling capability, halving your advancement while specializing.
CSR will be seen in each individual playlist based on your skill in that game mode, and unlocks new armors and weapon skins.
Standard ranking is the leveling system that unlocks most weapons and armors, gains experience points for purchasing more weapon skins and armors.
This allows players to advance in multiple ways.
Thank you for reading, please give me your input!
Not the kind of Halo 5 that's straight fan-service, I seriously sat down and contemplated what would be a good move for 343i in Halo 5, and I have a list of ideas now! Take a look!
Halo 5 brings back the Brutes as a sizable force, part of the new Covenant, and expands the Forerunners. Dual-Wielding returns too!
Precision Loadout Weapons:
Designated Marksman Rifle
Battle Rifle
Covenant Carbine
Light Rifle
Needle Rifle
Spike Rifle (Brute Precision Weapon, took the idea of the Halo: CE gravity rifle and applied it to Brutes)
Forerunner Rifle (pictures seen in Forerunner exoskeleton concept art)
Automatic Loadout Weapons:
Assault Rifle
Suppresor
Storm Rifle
Brute Storm Rifle (Red variant, fires faster and overheats quicker)
Heavy Spiker (Brute assault rifle, a more tactical, larger Spiker)
Silenced SMG (Semi-accurate at long range, short scope like before)
Pulse Rifle (Fast-firing Forerunner Anti-Infantry weapon, short scope)
Sidearms: All sidearms are DW besides the AutoMag
Boltshot
Bishop Beam (Forerunner Beam pistol, seen in Halo 4's code)
Burst Pistol (Forerunner SMG pistol, seen in Halo 4's code)
Magnum
AutoMag (Slightly less damage, more shots per clip and FPS, and longer range)
Plasma Pistol
Mauler
Carbine Pistol (Shoots Carbine-esque projectiles quickly, gives the Covenant an actually useful pistol)
Shields: Held in the off hand with a DW weapon, holding this up can stop damage, similar to a COD Riot shield, but not as OP)
Kig-Yar Point Defense Gauntlet
Brute Spike Shield
UNSC Spartan Battle Shield
Promethean Hardlight Gauntlet
Grenades:
Fragmentation Grenade
Smoke Grenade (generates smoke to make it harder to see)
Plasma Grenade
Pulse Grenade (gains a stick effect)
*Firebomb Grenade (Or human thermite/napalm grenade)
Spike Grenade
*Gravity Grenade (Brute grenade, sticks and detonates a gravity hammer-esque energy field)
Scatter Grenade (sticks to surfaces, launches scatter projectiles)
*Remote Detonator (throw at target, next trigger pull detonates it)
*Stasis Grenade (sticks targets and holds them in place, creates an AoE that slows enemies)
*Sonic Grenade (explosive sonic boom does damage, knocks them back, and creates a huge noise. Stick is an instant kill)
*Denotes 1 grenade only
Heavy Ordnance:
Plasma Launcher
Concussion Rifle
Brute Shot
Fuel Rod Cannon
Rocket Launcher
Grenade Launcher
Incineration Cannon
Enforcer Rockets (taken off Enforcers, indirect fire weapons)
Spartan Laser
EMP Cannon (fires a bolt of electricity that temporarily disables vehicles and brings down shields, 5 shots)
Stasis Gun (found in Halo 4's code)
Target Designator (can be used to call in a Mac strike from Orbit, Vulture strafe, or artillery barrage) (Covenant can have a similar one that fires a Cleansing Beam, Assault Phantom Strafe, of Wraith barrage)
CQC Ordnance:
Energy Sword
Gravity Hammer
Blade Arm (Promethean Blade Arm)
Machete (tempered to combat blade arms, energy swords, and cut through shielding)
Humbler Shock Stick (Based on Humbler Stun Baton, but lethal electrical damage)
Shotgun
Scattershot
Plasma Shotgun (Covenant plasma shotgun, does more damage to shields at greater range, but less damage altogether)
Brute Spike Cannon (Brute Spike shotgun, does more damage altogether, at much shorter range)
Standard Ordnance:
Plasma Rifle (DW)
Brute Plasma Rifle (DW)
SMG (DW)
Spiker (DW)
Lupara (sawed-off shotgun, DW)
Focus Rifle
Needler (DW)
Heavy Needler (Higher Power, no dual-wield)
Sentinel Beam
Heavy Sentinel Beam (Blue Beam, faster overheat, more damage)
Plasma Repeater (from Reach)
Sniper Rifle
Beam Rifle
Binary Rifle
Hard-Sound Rifle (single-shot bolt-action sonic sniper rifle, only 4 shots, mentioned in Halo comics/books. Scope can look through walls, instant kill through any object, 0 vehicle damage)
Sticky Detonator
Railgun
Pulse Beam (medium-range Forerunner anti-infantry weapon, idea from Enforcers, DW)
Turrets:
Machine Gun
Hunter LMG (30 Cal, like Jorge's from Reach, more ammo, fires faster, less damage)
Missile Pod
Gauss Turret (detachable, limited ammo)
Assault Cannon (like a Fuel Rod Cannon, only 5 shots, fires like original Hunter shots)
Heavy Assault Cannon (like a Fuel Rod Cannon, limited magazine, fires like later Hunter's weapon)
Plasma Cannon
Light Plasma Cannon (small Plasma Cannon carried by Grunts in Halo 2, more ammo, fires faster, less damage)
Plasma Torch (idea from Gravity Wrench design in Halo: CE, fires a stream of plasma that clings to surfaces and burns away shields)
Flamethrower
Armor Abilities:
Armor Lock (needs to come back)
Evade (the dodge ability is useful)
Hologram
Active Camouflage
Hardlight Shield
Auto-Turret
Promethean Vision
Jet Pack
Thruster Pack (still useful, even with Evade back)
Regeneration Field
Drop Shield (needs to come back)
Everyone can SPRINT
Spartans can use a VISR, Elites use a similar module, Prometheans have a similar ability, and Brutes use a thermal sensor)
Equipment: single-use equipment should come back
Energy Drain
Trip Mine
Stasis Mine (creates a stasis field if proximity is entered, lasts 10 seconds)
Flare
Radar Jammer (disables radar and VISR/VISR-like modules in an area)
Deployable Cover (the deployable shields can be useful for quick cover)
Drones (Deploys 2 Constructor Drones from Halo 2, hover around and fire Bishop Beams at enemies)
Bubble Shield (We have Drop Shields, but these retain their indestructible nature)
Regenerator (we have Regen Fields, but this would be a single use)
Autosentry (deploys an autosentry with a Heavy Sentinel Beam, hits enemies in a certain range)
Active Camouflage Module (single use)
Seeker (deploys 1 UNSC drone with an SMG, like a quadrotor)
Vehicles: UNSC
Warthog (Standard, Gauss, Missile, Troop)
Hornet
Falcon (Assault, Troop, Variable)
HAWK (replaces Hornet, or only optional on some maps)
Pelican (FLYABLE IN MULTIPLAYER and CAMPAIGN)
Vulture (see above)
MANTIS
Scorpion/Grizzly (either keep the Scorpion and use the Grizzly on certain maps and Campaign, or replace Scorpion with Grizzly)
Mongoose
Doozy (using Covenant tech, this 2-seater hovers, backseat has a machine gun turret)
Elephant (drivable in multiplayer and campaign)
Mammoth (bring back for campaign)
Broadsword/SABRE (space combat, if added)
Cyclops (like a Battlearmor from MA2, attack claw and machine gun, increased movement speed and jump jets)
Vehicles: Covenant
Shade (keep current version, and include an Assault Cannon variant)
Ghost
Spectre
Chopper (comes back with Brutes)
Prowler (see above)
Revenant
Wraith (Standard, AA, both version pilotable)
Spirit (pilotable, Anti-Troop and Concussion Cannon variants)
Phantom (Standard, Assault, Gunboat, all pilotable)
Banshee (Standard, Space, if space combat is added)
Locust (pilotable, campaign and multiplayer)
Gorgon (Covenant walker, design from Halo Wars)
Shadow (Pilotable, campaign and multiplayer)
Air Artillery (design from Halo Wars)
Scarab (back in Campaign)
Harvester (back in Campaign)
Vampire (from Halo Wars)
Lich (back in campaign)
Forerunner Vehicles (TBA)
Assassination Weapon Choice: At higher levels and through commendations, you can unlock different weapons to assassinate an enemy with, giving you new and interesting assassinations
Combat Knife
Brute Combat Knife
Energy Dagger (From reach)
Energy Cutlass (Handheld, a kig-yar melee weapon)
Curveblade (Elite short blade)
Kukri (Yes, like Emile's)
Hardlight Dagger (an extendable Hardlight short blade)
Hardlight Blade (a knife-like Hardlight blade)
Support Upgrades:
Dexterity
Sensor
Explosives
Stealth
Gunner
Drop Recon
Fast Track
Tactical Packages:
Mobility
Grenadier
Resupply
Requisition
Wheelman
AA Efficiency
Awareness
Assault Upgrades:
Firepower
Ammo
Nemesis
Shield
Stability
Augmented Strength (melee carries a knockback, punches do double damage to vehicles, instantly kill enemies during a jack)
Ordnance Priority
Loadout Choices:
Primary - Precision or Automatic
Secondary - Sidearm
Grenades
Armor Ability
Equipment
Tactical Package
Support Upgrade
Assault Package
Armor Setup (Race)
Customizable Class Name
Loadout Explanation:
Dual-Wielding can be with 2 of the same gun, 2 different types of guns, or with a gun and a "shield" device. The shield can be held up to block damage when activated, and gives a knockback when a melee attack is delivered. Armor Abilities are always on your Spartan, unless you pick another one up. Equipment is a single-use item that can give you an advantage in combat, such as activating your active camouflage module while your active camouflage armor ability cools down can keep you invisible for a little longer, which can be crucial. Equipment can be called down in ordnance or found on the map, as not all equipment comes standard on a Spartan in matchmaking. Tactical Packages and Support Upgrades return with some changes, but the new Assault Package will be more crucial, taking things like Ammo and putting them in a new category, lowering the number of abilities you have to choose from in each category, but giving you three separate categories. Armor Setup allows you to customize your Spartan to look like he fits each different class he uses, such as using Recon Armor for a Sniper or Warrior/Soldier armor for an Assault Trooper. You can also set a default Spartan, which will be the only one available in certain game modes, and you can set this as the armor for all classes, bypassing the customization if you don't want to do it. You can fully customize your class name, and can upload your setup to your file share for friends to see. Camouflage and armor designs can be purchased with a new in-game credit system, that gives you a certain amount of credits based on kills, deaths, and victory/defeat in online matches. Higher-level armors can also be purchased this way, as well as armors being unlocked by level. Weapons, tactical packages, support upgrades, assault packages, grenades, equipment, and more loadouts can be bought that way.
Maps:
New maps. Huge maps for more vehicular combat.
Remake all successful Halo maps: Blood Gulch, Exile, Waterworks, Narrows, Sword Base, etc.
Allow time controls and time passage. Time choices include Morning, Noon, Sunset, Evening, Midnight. Allows maps to take on a different atmosphere at different times of day. Matches can take place with a time passing mechanic, allowing the match to start in the morning, then keep going through midnight, and so on and so forth.
Forge:
Functioning pieces - control switches, activation buttons, etc.
Time Mechanic incorporated into Forge.
Allow grouping and saving of pieces.
More Forge areas, BIGGER Forge Areas. Desert, Arctic, Woodland, Grassland, Waterfront, on the water, Underwater, Space, Underground, Cliffside, Covenant Environments, Forerunner Environments, Flood Environments, Human Cities and Colonies, etc.
Allow NPC placement and customization for Firefights.
Allow forging of campaign-esque levels, giving objectives and battling NPC's, and allowing recording so the creator can also be a narrator and commander for the mission.
Massive non-usable (or usable) structures, such as a Tyrant AA Gun or MAC, turrets, shields, light bridges, etc.
Ability to place light bridges, gravity transporters (Halo 2), etc.
Flip, Reverse, and Undo features
Precision Editing
Custom Power-Ups
Editing Gravity Volumes, changing sizes, shapes, and amount of gravity
Smooth textures, re-coloring, capability to theme pieces.
Better effects.
Allowing placements of pre-made, large vehicles or structures, such as placing small Covenant Corvettes in the sky connected by gravity transporters with a dominion gametype, or placing 2 Mammoths that act as mobile command posts.
More objects in general.
Placing lights that effect the dynamic lighting of the map.
Natural objects increase. A variety of trees, bushes, strips of grass, rocks of various types and sizes, vines, moss coverings, etc.
Allow custom music choices to be uploaded.
Object despawning and spawning fixed.
Magnets fixed.
Fix explosives.
Customs:
Flood customization fixed
Traits fixed
All good gametypes return
Greater customization for all gametypes
Ability to make private customs matches public. Allows online connectivity for anyone to play custom games.
Progression System:
Player Rank - handled in 3 different ways: CSR, Specialization, and Standard Ranking.
Specialization is unlocked from the beginning, and allows you to unlock the Specialization Packages and upgrades, as well as the specialized armors and weapons. Specialization cuts Standard ranking leveling capability, halving your advancement while specializing.
CSR will be seen in each individual playlist based on your skill in that game mode, and unlocks new armors and weapon skins.
Standard ranking is the leveling system that unlocks most weapons and armors, gains experience points for purchasing more weapon skins and armors.
This allows players to advance in multiple ways.
Thank you for reading, please give me your input!