No need anymore to make a new thread about ideas. Post them all here! Weapons: Spoiler Target Locator (At least lemme use it as a starting weapon in Firefight!) Spike Grenade Fire Bomb Flamethrower (When possible, make this a non-support weapon so i can make a pyro loadout) Brute Shot Missile Pod Sentinel Beam Vehicles (Forge): Spoiler Elephant Chopper Hornet Forklift Truck Forge objects(some of these are already in the game, but not on Forge World): Spoiler (Small)Barrel Pallets Differently sized Traxus Containers Dumpsters H3 style Crates Different sized Blocks Comm Node Computer Dinghy Drop Pod Roadblock Sign A Sign B Weapon Holder Wire Spool Drink Machine Plasma Container Map ideas: Spoiler Warehouse (Foundry) Loadout names: Spoiler Commando Sniper Engineer Grunt Jackal Skirmisher Huragok Hunter Elite Drone Brute Phrophet Spartan Armors: Spoiler Rogue Helmet: 50.000 cR, Major. Rogue Shoulder: 5.000 cR each, Captain. Rogue Chest: 2.000 cR, Sergeant. Hayabusa Helmet: 70.000 cR, Lt.Colonel. Hayabusa Shoulder: 20.000 cR each, Lt.Colonel. Hayabusa Chest: 15.000 cR, Lt.Colonel. Medic Helmet(Same form as MP but with a bigger visor and Scout forehead): 50.000 cR, Captain. Medic Shoulder(FJ/Para with a red cross on it): 2.000 cR each, Captain. Katana(counts as Utility): 60.000 cR, Lt.Colonel. Red(Visor Color): 60.000 cR, Captain. Orange(Visor Color): 30.000 cR, Warrant Officcer. Backpack(counts as Utility): 40.000 cR, Major. Armor Abilities: Spoiler Night Vision: Enemies, Explosives, Kill Balls and other dangerous things are surrounded by red. Allies are surrounded by yellow. Weapons, Armor Abilities, Holograms and Vehicles are surrounded by white. Neutral objects like rocks, sandbags, forerunner structures and dumpsters are surrouned by green. Radar: Your Motion Tracker changes to a 75 M Range and detects everything(even non-moving enemies). Medkit: You can heal yourself whenever you want. Recharge time is twice as long as Sprint. Brute Armors: Spoiler Minor: Standard. Captain: Unlock the First Strike Achievement. Stealth: Complete Campaign on Normal or Higher. Chieftain: Reach the rank of Commander.
My Ideas Spoiler Armor Effects: -Blood Curdling Scream - Make hand to hand combat more audible -When your player gets assassinated, they perform a terrifyingly horrible scream that can be heard from about the same distance away that the "YEAH!" of Birthday Party can be heard. -When your player is assassinating someone they let out a evil chuckle that can only be heard clearly a short distance away from your player -Player produces more grunts and shouts when meleeing or when getting melee'd -500,000 cR -To See: Gold Commendation in Rear Admiral -Noble Soundtrack - Make every moment Legendary -Plays Halo 1/2/3/Reach Musical Scores during matchmaking -Music choice should reflect gameplay activities -Music Changes dynamically to the activity your are involved in (Music in MP as been done in games before..). (Examples: When you are waiting in place or crouching for a lot of time, the music should become more mysterious or scary. Or when the game is about to end and the score is close, the music should get more suspenseful and exciting) -1,500,000 cR -Must Beat Campaign on Heroic or higher Visor Color Red(ish) Visor -100,000 cR -Lt. Colonel Greenish Visor (Ill photoshop what Im talking about later) -50,000 cR -Warrant Officer Pink Visor -Lt. Colonel 100,000 cR Utilities Combat Knife -Personal grooming appliance -A HUGE combat knife (mildly disproportionate) -Not used in combat at all -General -400,000 cR Spoiler Your Ideas + Realisticness review.. Spoiler I commented on each item as well as each category...mostly... Again.. The problem with these threads are that everyone just vomits all of their fantasies on it. Rarely does anyone actually think about how these ideas would effect the game; from both a technological perspective and a conceptual perspective. The imagination is extinguished and the creativity just ends the moment reality is brought up. Also no one actually takes the time to read all of the posts, so things are just repeated over and over and over again. But I guess that is how progress is made. Progress is like a weird mold that grows on the rim of the putrid cesspool of ideas and imagination..
I had an idea once, a long time ago. It was a "Jump to Conclusions" mat. You see, it would be this mat that you would put on the floor, and it would have different conclusions written on it that you could jump to.
A huge snowy/icy area, with a Sidewinder (NOT. AVALANCHE.) canvas in there somewhere. With a few other areas. Then a covenant corvette in the air that you could forge and create stuff like Midship, Damnation, and Gemini. My perfect forge world. As for new forgeable objects: -Cliff wall -Giant floor -Ice (maybe some icy windows) -The beacon towers from the level Halo in CE (looks like they might be in Tempest anyway) -Some kind of 'natural' looking wedge to flatten out some uneven grass -Double 'large walkways'. Two lanes instead of one. -Openable doors. New forge ideas: -The ability to 'mirror' objects (mainly for asymmetric ones like tall tower and such) -More types of buildings (i.e. 3 story tower A, 3 story tower B, C, so on; sick of being stuck with lockout's BR tower for my only 3 story option) -Bump platform #s up to 100, and give decorative 50 or something -Make 'object color' and 'team color' the exact same color for a given color. -Make a vehicle the 'hill' or 'drop point', but make it driveable. All I can think of for now.
I just had a great idea! What if there were smaller items you could use to build your own buildings instead of relying on the pre-made towers for your map?
"that's the worst idea i've ever heard" "yes, its terrible. terrible, this idea" okay ON topic i'm building a large bridge BTB map that's like ratnest+narrows with 3 levels
I'd like to see Load-out Player Traits and a better organization system. For example, instead of being part of the player traits area, it would be organized like this. <Insert Default Menus(IE. Slayer Options, Infection Options, Weapons and Vehicles)> "Load-out Editor": Inside would contain these options: Load-out 1-30: Clicking on a Load-out(1-30) would open up this menu: Name: A custom name for the load-out Base Player Traits: Default Player Traits, IE. Health, Shields, Damage Species: The species used by the Load-out. There are five options, Default, Spartan, Elite and Forced Spartan and Forced Elite. Force options forces the load-out to spawn the player as the species while Spartan and Elite options causes the load-out to only be shown to the certain species. Default makes the Load-out usable by any species Notes: Wanted load-outs can be chosen in Base Player Traits in the basic load-out editor and can replace basic load-outs
Lol i love the sarcasm in this thread already, and its only gonna get worse. The problem with this thread, is that the whole point of the Reach Forge section is to discuss ideas and problems. Its easier to organize if each gets its own thread...
Exactly since every single idea can spark a whole thread that can be many a page long, see AL balance thread.
1) Apologies, apparently my suggestion really offended you. 2) Don't tell me how to build my map. Constructing my own towers is just a load of unnecessary, dull work.
Hmmm... Constructing a map seems to be unnecessary, dull work... I sure wish I could just plop down a few pre-fab buildings, some weapons and spawns then call it finished. Or..... You could take hours to time to formulate your own idea and how to design a totally unique building of YOUR own. Hmmmm... There's a reason why the top recognized forgers don't use pre-fab buildings often ya know...
I called it! Idea Grave Yard... The fact that the thread is named "Post all your ideas here!" plus the fact that the thread creator bailed tells me that this wasn't a pursuit for intellectual diversity or an attempt to propagate imagination; this was just a desperate plea to get his ill-thought out list of ideas bumped...
No, constructing a map can be awesome. It's just plugging up a bunch of time into one, usually small part of it can be pretty grating. I prefer working on what's between the bases to make sure the map flows okay and all the choke points and power spots are up to snuff. Much more fun than a bunch of dull construction in one corner of the map. Oh look at me, countering this douchebaggery with reason. lol I forge for gameplay. I care about gameplay. Is that a huge problem? ****ing ****.
Don't you just love when people try to make you look like a lazy asshole? I wouldn't have argued that it takes to much time to build stuff, that does make you look lazy; Rather I would have enjoyed more building prefabs, because even the simplest structures sometimes take a lot of pieces, and when your entire map is full of the big complicated structures it just becomes a big complicated laggy ugly mess.. I personally enjoy spending hours upon hours on small insignificant sections of a map because when it is finished I feel like a I just solved a thousand piece jigsaw puzzle! Though, I would also be just as happy if I could cut that process in 103rds and select exactly what i need from a list..
I agree, there should be the ability to "mirror". Copy and Paste was something that I expected with Reach forge, but just never seemed to manifest, would be VERY handy. I can't tell you how many times I have been frustrated by the idea that when I am making a UNSC ship or base that I have to use shield doors to separate rooms. I feel as though shield doors are more under the covenant domain. Openable doors could achieve a very similar effect, but with the added *Doors opens* "Oh, I... oh... FRAG!" effect. It would be less disjointed than going through a teleporter for sure. I definitely agree on the topic of allowing more platforms , but decorations are generally used in copious amounts IMO, so the limit should only be reduced to 75.
As most know, the reason for item limits and budget limits at all is because of max processor performance. Too many items=too much required memory used. Well, what if we had the ability to combine items together, and then set them as one. In other words, the ability to group items. I could make a structure out of various items in forge, then, I could "group" them together, so that the Game Engine has to register it as only one item, not multiple items. If we could save these grouped items, even better. Then, if we wanted to have two Identical bases, it wouldn't be such a problem. thoughts?
That's like saying that since it takes so long to lay individual bricks, builders should just combine all their bricks into one house shaped super brick and build houses with that, so they only have to lay one brick.
I do understand what you're trying to say, but it's not really applicable to a forge environment, nor does it refute any points that I raised. While it's true that in real life, a house-shaped brick would be asinine, thats only because we don't have 1ft in diameter spheres that can move basically anything without an issue. Further more, to attack my idea is akin to saying that the pre-programmed structures in the forge pallette are also nonsensical, because they're also "house-shaped bricks". Besides that, I'm not talking about building with just "bricks" but rather with an asortment of objects. This idea would not only cut down on forging time, but it would increase accuracy of replications, and allow many creative options. For instance, what if you could upload these grouped objects into your file share, just as you can upload maps? since this is coupled with the fact that rendering one grouped object wouldn't cause as much processor load as rendering, say, 17 ungrouped objects, the appeal of this idea is not only ascetic, and practical to forging, but it would also be practical in relation to the problem of lagging occuring from many objects on a map. That said, if this idea ever did go into effect (virtually, if not completely impossible), forgers could safely be given greater budgets, and much greater item maximums.
You really, really don't understand computers do you? Even if you group items so they can be maniupulated and placed as a group, you've still got to render each of those 17 items. Declaring them one object does not magically reduce the strain of having to construct the new more complicated object out of 17 smaller objects every time the game tries to draw it. It's either a grouped listing of smaller objects, in which case the game has to load 17 objects every time, or it's literally creating a new 3D model every time you save a group and I shouldn't have to explain why that would strain the system. You compared them to the pre-made buildings in Forge World. That's probably an accurate comparison. You're neglecting to mention that those buildings are much more complicated than our blocks and ramps, so they cost $150 each and the game only allows 12 of them. That price and object limit was not chosen arbitrarily, they are many times more complicated and more costly for the game to deal with than the $10/100 maximum blocks.