3/3: Additions for Every Halo TitleFix shader_transparent_generic and other issues:
A lot of integrity of the original Xbox version was lost due to Gearbox's port and should be restored. Much of it includes technical graphical improvements to both CE and CE Anniversary (Cortana Lights, Deployable Cover, and Anniversary lacks Elite Shield effects).
Restore Halo Anniversary's lost Kinect Functions:
The original Halo Anniversary offered an ability to scan objects. Doing so would add that model to the Extras Library with a brief description of that object. Its input on gamepads could parallel Halo Reach's night vision and Halo 3's flashlight.
Add Official Support for Classic Halo 2 Community Gametypes:
The classic Halo 2 online experience hasn’t been preserved, and would grant incredible Action Sack (or infection) options.
Gold Aggressor Sentinel beam Fix
The Halo 2 Gold Aggressor Sentinel Beam is identical to the standard beam in the anniversary graphics, and cannot be differentiated between the standard. Additionally, it’d make for a nice multiplayer weapon option.
Add Halo 2 Content to Halo 2 Anniversary
This would include
- Original maps (either as forge options or remade options)
- The Spectre (whose framework already exists in the canned Halo 4 revenant)
- Campaign cosmetics (Elite armor options, and classic ODST armor options)
- The same team color combinations as Halo 2, using the team color as primary color, while the secondary color is based on the player’s color choice.
Expand Equipment in Gametype Options
This would include individually setting or randomizing
- Plasma grenades,
- Spiker grenades,
- Special Equipment
This would expand on player choice and ways to play Halo 3 (especially if per-player skulls are granted).
Expanding ODST Cosmetics:
The player would be able to customize
- Right Shoulder,
- Visor Color,
- Weapon Skin,
Weapon skins and visor colors would be unlocked from Halo 3 Season content, Characters would be unlocked from Season 3 helmetless variants, the rest would be unlocked via helmeted variants. Additionally, a transparent visor color would be unlocked.
To compensate for those who completed the Endure challenge, they would receive an ODST busted Recon helmet for Dare (reusing the model from the campaign).
More Firefight Gametypes
This would include
- Firefight Versus (1 elite on blue team with Halo 3 elite cosmetics against 3 ODSTs)
- Flood Firefight (either only Flood, or alternating on waves)
- Engineer Firefight (parallel to generator defense, the players fight as long as the Engineer is alive)
Further Firefight Vehicle and Weapon Options
Add Halo 3’s missing weapons and vehicles. Vehicles would include a random option, being randomized per weapon drop.
Cut Firefight Content:
A "schism" behavior type, drones, and guta, were all cut from Reach firefight, but all function as intended.
Additional Enemy Variants
Halo Reach features Heretic Elites sporting UNSC weapons, but no other covenant who do the same. Zealot Elite squadrons are additionally excluded from Firefight.
BOB Firefight Encounters:
Every Elite would have a 1 in 1365 chance of having its shiny BOB color (golden Rangers and Ultras, white other variants). Killing it grants an exclusive nameplate, a Season Point to all players in the game, and the Seek and Destroy medal.
Lone Wolf in Firefight
Lone Wolf would need added safe zones, and a vehicle option to aid its open design.
Customize Vehicles in Firefight
Halo: Reach firefight maps have more vehicles than ODST, but lacks customizable vehicle settings.
Forced Armor Effects per Gametypes
Like color changes, under “Appearance”, each Armor Effect could be manually activated, turned off, or left unchanged. Gametype changes would include
- Pestilence in Infection for zombies
- Legacy on VIP
- Off in Ranked games
Invasion Added and Enhanced in 12 Player Matchmaking
12 player games would be renamed from "12 FFA" to "12 TEAMS". Invasion support would add forged variants for Ridgeline, Breakneck, Tempest, Highlands, and community maps. High Noon and Condemned can also support that player count, but only at the very maximum. The casual setting would allow player choice for colors, unlike Competitive Invasion requiring red and blue colors.
Anniversary Gametype Enhancements
- Instead of buffing the magnum, add the CE magnum as a new weapon with those properties,
- Allow an option for players to pick up 4 total grenades, rather than be limited to 4 as starting options, but being unable to pick any up beyond 2.
Implementation of Halo Online
Halo Online includes a remake of Avalanche and possibly Lockout depending how its development went. Since Halo 3 already has these maps, they’d better fit in Halo: Reach (which has the closest matching engine next to Halo 3). Additionally, the color patterns on the Halo Online weapon variants (excluding geometry differences) are fairly subtle, and would better fit Halo: Reach as weapon skins than Halo 3 (excluding).
With animations backported from Halo 2: Anniversary, Halo 4 Elite cosmetics would be added with increased color saturation for easier recognition.
Reusing backported content, it could be added as either a Tactical Package or gametype option.
Techsuit Color Customization
With Master Chief using a black techsuit in the campaign, player customization would grant a third modifiable color option.
Tactical Packages/Support Upgrades as Nonscoring Skull Options
They would additionally slightly decrease a player’s score.
Spartan Menu Ops Enhancements
- Spartan Ops Episodes videos would be prologue missions for ease of access
- Scoring options from Campaigns and Trait options from Firefight would be offered for customization
- Playlists would be offered, allowing players to keep track of their progress.
Ordinance in Spartan Ops
This would give scoring bonuses and specific Support Upgrades and Tactical Packages additional functionality, while balancing the short despawn time of power weapons.
Allies for Solo Users in Spartan Ops
Because Spartan Ops were designed as a cooperative experience, for each player excluded, a Spartan NPC would be added with randomized cosmetics, gender, and loadout. Their behavior would be to follow a player, and have a color matching that specific player. Their deaths are permanent.