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  • Subject: Version 1.4 - In-depth ideas, that are (actually) well put together.
Subject: Version 1.4 - In-depth ideas, that are (actually) well put together.
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put a flamethrower and a (MINI-GUN) in the game, like a carriable one..lol Also make the rockets able to blow up enemy dropships.. That would be an (ATTENTION) grabber..lol And for like -assualt- weapons, make some of them have like a (GRENADE) launcher on them. And have like Special Ops weapons. Have like S.A.M's and also have AA guns.

  • 06.26.2006 10:10 AM PDT
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Posted by: MLG Cheehwawa
There are airstrikes in the Halo books, so they are part of the Halo bible. There was really nowhere to fit them into the games (except the E3 demo for halo 2, but that level was shortenned) and the MP maps are all too small.

Now, If I'm correct and Halo 3 will have larger maps and more people playing on them because of all the increased processing power..there may be room to add in an Artillery Strike.

Halo =/= Halo 2, I know this..and Halo 3 =/= Halo 2.

Hopefullf Halo 3 will take much more skill than Halo 2 did..and include less auto aim, dual wielding will be balanced (for once), and the weapons will have the power they had in Halo , and not be useless unless dual wielding.


i dont know if anyone noticed, but the auto aim in Halo1 was a little more noticeable to me, i barely had to move the stick to follow someone at close range..

also without auto aim, games would be like PDZ, slow and not very appreciated.

my perception on auto aim in Halo is that the spartans have an a**load of augmentations applied to them, giving them super-human reflexes, couldnt auto aim be part of them? Think about it.. Autoaim = neural augmentations, making your reflexes better, we as humans dont have the same reflexes a spartan does, so wouldnt having auto aim make you... part of your spartan that you are playing?

Plus it keeps the game fast pased instead of spending 5 minutes trying to kill someone cause you cant aim on them, then someone else kills both of you with a shotun..

the main thing i want to see is where the weapons go on your body when your not using them..



[Edited on 6/26/2006]

  • 06.26.2006 10:12 AM PDT
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another thing...

you wanna talk about balance and -blam!-, dual wielding is ment for close range, once being blasted at close range, dont expect to kill the opponent with your Battle Rifle, your screwed, same thing if someone is blasting you with there Battle Rifle from far away and your duel wielding, dont expect to kill them, thats balance

Also, 2 Duel Wielded weapons =/=1 Duel Wieleded weapon.. with only 1 dual weapon you have 50% less fire power, giving you the lower hand in a small arms battle, there is nothing that can fix that. You shouldnt be at a disadvantage when you have 2 weapons, you have 2 to have the upperhand, not to be equal to your single weaponed counter part.



[Edited on 6/26/2006]

  • 06.26.2006 10:39 AM PDT

Wow. I just read your entire post and I have to say that I am extremely impressed. This is probably the most thought out thread that I have read. I agree with you on a number of things, but some I am not overly fond of. Not that they are bad. They just dont sit well with me. I dont like the idea of airstrikes. I see what you mean for larger maps, but I think that there has got to be a different way to speed up pace then that. It would be kind of a free kill thing that any noob could use. I love the idea of the skins. Maybe not the flood skin, but other then that they are all great. Some of the weapons ideas are a little iffy. Simply for trying to keep everything even. Maybe giving some of the rifles longer range if you are going to have huge maps. And if you significantly increased accuracy when you are using a single dual wield weapon then really dropped it down when you have two I think that it would really smooth the dual wielding process. I like the idea of the flamethrower. And the machette would be tons of fun on campaign to use against grunts. Maybe not the best for MP, but I think you already acknowleged that. Your vehicle ideas were very interesting and I agree with a number of them. The droships are a good one as well as the helicopter, but I am not crazy for the ATV. I like the idea of squad commands. I hate having marines -blam- up an ambush. Your campaign ideas as you said could use some improvement like you said, but the basic principle of having more charaters sounds good to me. Maybe if there were more levels it would work a bit better. There is probably a lot more to say, but I cant think of it right now so I will take a break then come back later. Overall I think this was a superb job. Keep it up.

  • 06.26.2006 10:57 AM PDT

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Posted by: sycomunkee
another thing...

you wanna talk about balance and -blam!-, dual wielding is ment for close range, once being blasted at close range, dont expect to kill the opponent with your Battle Rifle, your screwed, same thing if someone is blasting you with there Battle Rifle from far away and your duel wielding, dont expect to kill them, thats balance

Also, 2 Duel Wielded weapons =/=1 Duel Wieleded weapon.. with only 1 dual weapon you have 50% less fire power, giving you the lower hand in a small arms battle, there is nothing that can fix that. You shouldnt be at a disadvantage when you have 2 weapons, you have 2 to have the upperhand, not to be equal to your single weaponed counter part.


Do you know that dual wielding is one of the [major] reasons that all weapons, and vehicles were weakened (along with increased Auto Aim to help with close range fights against a dual wielder)

And fixing the guns and making them have more recoil (think about it, you are holding the weapon with one less hand..it wouldn't be as steady)

But making dual wielding balanced (by the way I explained) by increasing recoil, and making single-handed weapons stronger once again, we would have fun gameplay (while keeping dual wielding stronger at close range, but still totally overcomable by a single wielder with more skill.

  • 06.26.2006 6:10 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Posted by: COYOTE J
Wow. I just read your entire post and I have to say that I am extremely impressed. This is probably the most thought out thread that I have read. I agree with you on a number of things, but some I am not overly fond of. Not that they are bad. They just dont sit well with me. I dont like the idea of airstrikes. I see what you mean for larger maps, but I think that there has got to be a different way to speed up pace then that. It would be kind of a free kill thing that any noob could use. I love the idea of the skins. Maybe not the flood skin, but other then that they are all great. Some of the weapons ideas are a little iffy. Simply for trying to keep everything even. Maybe giving some of the rifles longer range if you are going to have huge maps. And if you significantly increased accuracy when you are using a single dual wield weapon then really dropped it down when you have two I think that it would really smooth the dual wielding process. I like the idea of the flamethrower. And the machette would be tons of fun on campaign to use against grunts. Maybe not the best for MP, but I think you already acknowleged that. Your vehicle ideas were very interesting and I agree with a number of them. The droships are a good one as well as the helicopter, but I am not crazy for the ATV. I like the idea of squad commands. I hate having marines -blam- up an ambush. Your campaign ideas as you said could use some improvement like you said, but the basic principle of having more charaters sounds good to me. Maybe if there were more levels it would work a bit better. There is probably a lot more to say, but I cant think of it right now so I will take a break then come back later. Overall I think this was a superb job. Keep it up.

I'm glad you liked those ideas tha you pointed out..but about the Artillery strike being a "noob weapon"..it would only show up at a certain time, and be available to every single person on the map (and it wouldn't affect people in their bases, or a cave)..and a warning would be displayed to everyone when it's available, when it's activated, and when it's no longer able to be used. So it would actually take strategy to get to the point before the timer expires..

  • 06.26.2006 6:15 PM PDT
Subject: Ideas, that are actually readable
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excellent

  • 06.26.2006 6:22 PM PDT
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Male Human
MK V MJOLNIR armor
MK VI MJOLNIR armor
MK VII MJOLNIR armor (if they include the Spartan IIIs)

Female Human
MK V MJOLNIR armor
MK VI MJOLNIR armor
MK VII MJOLNIR armor (if they include the Spartan IIIs)


^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
Just a small detail but in the books the female and male armors
look exactly the same.
And to those that say the books dont count, you're wrong.

  • 06.26.2006 6:51 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Yes the armor is the same model, but they don't look exactly the same. All the armor is custom built, and adheres to to skin for best available mobility...

The females (naturally would) have wider hips, narrower torso, larger chests, and slimmer arms..so you can tell the difference (though not at first glance, they're like 6'5..but still, if you pay attention and don't let them frighten you..you could see the differences.

  • 06.26.2006 6:57 PM PDT
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i know what you mean.
But as far as spartans go the women are very man-like
so in my opinion i dont think that you would be able to tell the difference in game.

  • 06.26.2006 7:07 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Maybe not at first glance, but Bungie will want us to look twice at their shiney new graphics, so I think that more Player models will be great (and you could tell the difference, lol).

  • 06.26.2006 7:08 PM PDT

Posted by: MLG Cheehwawa
Maybe not at first glance, but Bungie will want us to look twice at their shiney new graphics, so I think that more Player models will be great (and you could tell the difference, lol).


I think that you are right. There may not be a huge difference in appearence, but with the new system it would make sense for bungie to kind of show off their skills. So when you are talking about the airstrike, how would you go about calling for one? Would there be a designated location with a control panel? or would it come in the form of a remote that only can be used so many times? Another thing that might present itself as a problem could be delevelers. If they got a hold of that they could cause a lot of trouble. I am not seeing how it would work into the game. How would you like to see it implemented?

  • 06.26.2006 8:54 PM PDT

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The Halo REACH Script (post thoughts in thread)

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For the airstrikes, it would be a certain spot in the center of the map (possibly a space inside a downed Pelican, Phantom, etc?

Derankers wouldn't really be a problem, sine the team could only airstrike the opposing base, or the opposing base's secondary base ;)

  • 06.26.2006 9:55 PM PDT
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Its nice to see someone actually take the time to put their ideas down in a way that can easily be read through. Rather than all the crap we normally have to sift through. Though I don’t agree with all your ideas, especially the weapons balancing and campaign. It seems quite a few of your other ideas have something in common with my own.

However one of the weakest ideas that stands out to me is the squad commands. Originally I had the same idea which I posted in an old H3 wish list thread, but now that a few months have past I realize that the only reason I wanted control over my troops was to stop them doing stupid things like not following or just standing around when you want them to jump into the Hog. Ideally we wouldn’t need a command system if the friendly A.I was improved. So I would rather have better friendly A.I than have a command system, which would slow down the action and pace of the game.

Here are my links:-

Gameplay Ideas

Weapon Ideas

Vehicle Ideas

Campaign Ideas

Multiplayer Ideas

[Edited on 7/4/2006]

  • 06.27.2006 4:58 AM PDT

All I can say is, I hope Bungie will not listen to their fans.

  • 06.27.2006 5:16 AM PDT

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The Halo REACH Script (post thoughts in thread)

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Zero7, your ideas are nice. I agree with most of them, except for the crouch, and your ideal controller setup..but good job nontheless. =)

  • 06.27.2006 11:01 AM PDT
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Posted by: MLG Cheehwawa
------RESERVED-----

Please post your thoughts on anything I have mentioned above..


That must have taken a lot of time to put together. Props. I liked most of the ideas, but others not so much.

  • 06.27.2006 11:31 AM PDT

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The Halo REACH Script (post thoughts in thread)

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Glad you liked some of them =)

Maybe I will mod a 360 once I get a second one (for offline purposes) and have a project like H2CE...H3CE..with my friends, and I could add in the extra weapons and such, and see if they were a good idea after all..

  • 06.27.2006 11:33 AM PDT
Subject: Version 1.4 - In-depth ideas, that are (actually) well put together.

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The Halo REACH Script (post thoughts in thread)

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UPDATED Main Post's "Rifles Section"..gave reason to why the AR and BR were changed in my ideas..

  • 06.30.2006 12:42 PM PDT

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The Halo REACH Script (post thoughts in thread)

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UPDATED 7/6/06, fixed campaign mode. Check it out.

  • 07.06.2006 2:35 PM PDT
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I like it.

  • 07.10.2006 1:04 PM PDT
Subject: Ideas, that are actually readable
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BUNGIE!!!!!!!!!!!!!!! you better listen to this they have great ideas

  • 07.10.2006 2:18 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Posted by: HeadlongSniper11
BUNGIE!!!!!!!!!!!!!!! you better listen to this they have great ideas
I don't think they'd listen to my ideas, per say..but it would be great if I had anticipated some of the things they are, or have planned on. Who knows, maybe they had some of these in mind, but weren't too sure what the fans would think..and this thread tipped them over the the side of the fence that will be them adding the things in ;-)

  • 07.12.2006 12:40 PM PDT

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I didnt read it all the way, but you contradict yourself very early on. You say to make the BR weaker along with the Assault rifle, probably one of which will be the starting weapon in Halo 3, yet you say as long as the guns are stronger, they can overcome the sword. I dont have problems with the sword right now, generally people who use it get tunnel vision and walk into anything you throw at em.

  • 07.12.2006 12:56 PM PDT
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Plasma Thrower, Nade Launchers (frag & plasma), needler grenade, needler should be duel-mode so that primary is plain old needler and secondary is the shotgun.... there should be other duel-mode weapons as well.

props for stealing my helicopter idea as well... you don't mention speed or manueverability at all though... that bad boy should be like a tomahawk helicopter (cut out the two passenger seats to make it sleaker, the passenger seats are unnecessary and boring as well) with two 160 turrets on the sides for the two gunners to use The driver should have futuristic stinger missiles to use (1/2 as strong as a rocket, so it takes two stinger missiles to do the same amount of damage as a rocket).

When lockin onto the helicopter with a rocket launcher, it locks onto the blades, so we get some really sick explosion and crash effects (the blades go flying off... could be lethal to any one on the ground that gets hit with them, etc...)

it should be extremely manueverable, espeically side to side, so you can avoid rockets and other enemy fire

[Edited on 7/12/2006]

  • 07.12.2006 12:57 PM PDT