- last post: 01.01.0001 12:00 AM PDT
Um, please don't do that. Please use the existing threads to discuss the ideas in question instead; a humongous "compliation" thread only makes forum congestion worse.
-- Steve
ok...since the ideas threads are getting rather out of hand and nobody likes to weed through hundreds of posts, ive have decided to make a "good ideas compilation thread"
if you have an idea DO NOT post it in this thread, but rather in one of the designated ideas threads, or pm me with your idea.....and if i think its good, i might add it..
PLEASE DONT POST YOUR OWN IDEAS IN THIS THREAD!!!!!!!!!!
USE THREADS IN THE STICKY
regarding WEAPONS:
Battle Rifle: modified so it is single shot when scoped, three round burst when not.
give it a slightly larger crosshair icon, to allow greater hand-eye coordination when aiming.
Plasma Pistol: returned to its CE design.
Plasma Rifle/Pistol: given back thier CE hit freeze (opponent is slowed down when hit).
you cannot switch weapons while a plasma gun is overheated, but you can melee with the flaming weapon.
Magnum: be given back its power.
the recoil on the SMG be removed (will make the gun easier to use, making it slightly more effective).
an improved Needler (many have suggested that its needles should travel faster).
Grenades be made to be more powerful (like they were in CE), in order to balance them with the (now more powerful) dual wieldables. give them back thier CE throw range.
the Assalt Rifle (keep the same..dont add recoil) be brought back, and the BR modified in order to assume the CE Pistols position in the roster (because of its single shot zoom), but balanced out with the other weps (reduced damage?).
the return of the CE Shotgun, with slightly reduced shot strength.
Rocket Launcher: adjusted so it can only lock onto covenant vehicles (vehicles that can perform an evasive manuver).
can lock onto all others, but only at a certain range (long distance); this can allow for strategy when aiming at an escaping warthog--do i wait for a lock, or try to hit it dumb fire??? a small icon of notification can appear (somewhere on the scope screen), when the RL is within lock range.
include the Feul Rod Cannon, for use in multiplayer.
give an energy limit to the Sword (personally, i think that the sword should not last long enough for the user to kill 20+ people with..maybe 10 tops, it should give the player a smaller advantage over the others, if they are skilled)
improve upon the Sentinel Beam (more damage?)
Posted by: Nedus
Particle Beam Rifle- DON'T TOUCH IT! THIS THING IS PERFECTION! The one thing that you could potentially change is keeping the energy drain per shot at 5, so each rifle has 20 shots instead of 17-18. In terms of the actual look of the rifle, you can maybe have it so after every 4 shots, the wheel on the thing will rotate and one of those little lights will turn off.
Posted by: AjaZ1989
Increased power for pistol- this increase in power could cause problems when the pistol is dual wielded (i.e. super fast kill) but my solution would be just make the pistols less acurate when dual wielded, which is realistic and would make a single pistol a gun worth holding, and dual wielded pistols a legitimate combo.
WEAPON CONCEPTS:
Flamethrower
ok..make it so the flamethrower is a large heavy weapon, with a powerful melee. it now tosses flaming liquid gas that remains (burning) on the floor for a little while (3-4 seconds?) before it dissapears (totally evaporates). now, if a player is hit with the stream of burning liquid, he goes up in flames and takes damage. there is also a contiuous burning effect whitch occurs as soon as hes hit, and hangs around for a while once he escapes the shot stream(burns for 3-4 seconds). he slowly losses life during this effect (a minor amount) but more importantly, his screen is filled with flames that disrupt his ability to see, making his ability to aim difficult. this would add a certain strategic value to the weapon.
just think, before storming a base for the flag, a teammate can rush ahead and frantically hose every thing/one down with liquid fire, impeading their ability to see for a few seconds, allowing the other teammates to inflict some damage without being accurately shot at..
also, the fire that remainds on the floor/walls will cause any1 who walks into/over it to go up in flames, this means that they will take the steady, minor damage and have a messed up view...and to make the flame look more solid, it could be more white in color, as oppose to blue.
the actual shot stream from the gun would do damage as long as it actually hit the opponent, in the same manner the sentinal beam does.
Posted by: Nedus
Covenant Pulse Charge
One of the few weapons in the Covenant arsenal that is not based on plasma technology. Unlike most other Covenant weapons, it’s based on the technology behind the Energy Projector, a deadly weapon found on Covenant capital warships. Similar in some ways to the Beam Rifle, but different in the fact that it is an anti-materiel rifle, and not designed for use against personnel, unlike the Beam Rifle. It seems to have been designed as a means of taking out enemy dropships/heavy armor. The rifle must be charged before each shot. When charged, the weapon draws energy from a replaceable energy source; a small cube containing a ball of an unknown energy, similar in appearance to the Overshield, which is kept in stasis. When the energy is used, it flows visibly along the entire length of the weapon, and gathers in five crystals at the tip, which make a ring around the barrel. These crystals, which are similar to the ones used in the Covenant plasma weapons, gather the energy into a compact sphere and absorbed into the weapon, and subsequently discharged from the barrel. The weapon must then cool off to prevent damaging the barrel or crystals.
The blue-white beam fired at nearly the speed of light that can tear through almost anything, but curiously, is deflected by energy fields, such as MJOLNIR and Elite shields. The beam will drain the shields by about 1/5, but, seeing that battery charge is limited, it is a waste to use it on a single Elite or Spartan. When the beam comes into contact with a shielded Elite or Spartan, it will refract and lots of smaller (but no less deadly) beams will fly in all directions. This can effectively clear out an entire room, and one doesn’t have to worry about the backfire unless his/her shields are dead. This strange property can have tactical uses, such as a cluster of Grunts, and one Elite. Jackal shields and stationary shields, however are not immune. The beam will slice through the energy field and shut it down, so even if the Jackal survived the shot, it will be without a shield, and it won’t regenerate. Its anti-armor capabilities make it effective against Hunters and vehicles. Even the thick armor of a Covenant Scarab cannot stand up to a Pulse Charge shot. This weapon is most effective against Phantoms and Wraith tanks. One shot completely drains an energy source, which must be replaced after each shot. A maximum of 5 energy sources can be carried at one time.
this could add a healthy alternative to the rocket launcher as a heavy, anti vehicle weapon..and its charge time would balance the fact that there is no shot delay.(the enemy could ride by and be out of sight by the time you pull the trigger and the beam is actually unloaded). making the weapon ineffective vs energy shielded enemies, but adding the splash damage (the resulting difraction of the beam) could make it a pretty strategic weapon, both in multiplayer and campeign..vs infantry...
during a standoff at a doorway between two rooms, someone could charge up the gun ahead of time, step in and fire the beam at one of the enemys, hurting all his surrounding buddies in the process, then toss a grenade to finish them off!
Posted by: Evasion
Jackal Shield
Defends against "bullet" fire without overheating. When hit with plasma, the "overheat meter" goes up; if the meter hits full, like a plasma weapon, it is disabled shortly. However it will regenerate. The sword goes through the shield's defenses. Any part of the character's body that is not graphically covered takes damage. It would also have a powerful melee attack, similar to the skull/flag. It can be dual-wielded with any other dual-wieldable weapon, but you can't have two shields.
Pulse Cannon
180 Round Clip
20 Shots to lower shields
25 Shots to kill
Remember the Needler-like weapons the Enforcers used in Halo 2? Well this is it. Basically it fires small red "needles" at a rapid rate. These needles don't have any characteristics other than causing damage. When the trigger is held down, a meter will rise indicating how many will be fired at once in a burst fashion; up to 45 needles. (The trigger will sensitive to regular fire and charged fire.) This weapon is likely to be used as a support/supressive fire type weapon.
the "pulse cannon" is basically a projectile firing weapon that loads up as you hold the trigger. releasing the trigger will unload the projectiles at an extremly rapid rate. i think this is an interesting concept!
[Edited on 5/18/2006 by Anton P Nym]