> > i don’t get what you’re trying to propose.
> >
> > 1. static spawns that produce random weapons
> >
> > 2. personal ordnance that can be seen by everyone
> >
> > 3. global ordnance that can be seen by everyone
> >
> > or 4. something different
> >
> > either way here’s the problem with ordnance
> >
> > - if it’s personal it’s unfair as it just snowballs, even a ammo refreshment on a utility would be, as it would require less movement and concentration to maintain control.
> >
> > - if it is on a static spawn but produces a random weapon then it all depends on whats given, could be a needler or a sniper etc, the game is deciding on how much power it wants to give and naturally causes imbalance
> >
> > - if it is a random or even a known weapon on a timer that spawns at a random location then the game is giving control to whoever is in the vicinity
> >
> > - if it’s a static weapon that spawns at random intervals then the game is deciding when control is appropriate
> >
> > none of these are understandable or determinable outcomes due to its inherent randomness
> >
> > randomness and unpredictability are not the same thing, they aren’t mutually exclusive either, both of their definitions under specific circumstances can mean the same thing however in this circumstance it isn’t.
> >
> > according to determinism there is no such thing as randomness as it always has an algorithm which can be understood, this is not the case in halo, a person, even if given the code to determine the random factors of the game (PoD and spawning) would not be able to truly use this to their advantage, as a person would not be able to control the actions of the 7 other players let alone determine how to understand and manipulate the code for their own advantage.
> >
> > things such as not knowing spawn times or knowing where or how people move and react to situations may seem random for someone who doesn’t know these things, however they are simply unpredictable to these people. the difference is that these factors are determinable once you start to understand how the game plays.
> >
> > the most major form of randomness present in any game should be the randomness of human error, randomness created by the game is simply a tool to allow the game to play a neutral component in which it rewards and punishes players no matter what their input.
>
> #3 is what I am proposing.
>
> It would be exactly the same as random ordnance as introduced in halo 4, only say 10 seconds prior to becoming available every player would be alerted, as if they had drop recon.
>
> What do you think Celtic dragon? Don’t you agree with me that with global ordnance done this way, we would retain the edge-of-your-seat excitment of random ordnance, yet still give everyone a fair shot?
I understand, you like Halo 4’s style, we get it.
Problem 1: The ratio of people in your mindset is much lower to the rest of people looking for a middle ground/ back to basics approach.
Problem 2: This solves NOTHING. The reason that random map placement sucks is not entirely because no one knows when it will happen, it is also because it can come down in the winning teams position, which, as they are winning, we can assume the losing team is already trying to push that position, and probably failing, knowing when a ordinance is about to pop down will not change that, reversely, should a winning team know it’s about to come in before it does, and the losing team gets it on their side, they can then prepare the most likely route the foe will take to assault them with said weapon. Another problem with ordinance as a whole is to many power weapons on map. this isn’t even just due to PoDs, it also is due to the lack of max on map feature for ordinance drops, like previous Halo games, which would prevent 4 people running around with Swords on Countdown in Reach for example, except if there are host migrations, but this could be fixed with dedicated servers. They tried to counter this with VERY short despawn times, which generally doesn’t work, as the weapon usually is retrieved by the victor anyway, so it doesn’t despawn. and the short despawn annoys people anyway, as it pointless due to this and if the two players trade kills, you often cannot retrieve your weapon, as you could in previous Halo games.
Problem 3: Random Ordinance drops annoy many people as a concept. I do not mean to be rude, but do not take this the wrong way, but I am afraid you fail to see the larger picture in this case. What I mean by this is that, while perhaps you solve one issue, one that admittedly, you did solve, there are many others that cannot be solved, no matter how hard you may try. Such as map control problems or flow problems. the fact that ordinance can damage and KILL YOU on entrance is annoying, granted it is fixable. Sure, calling in your PoD on an enemy is funny, and I believe 343 missed a trick by not giving that a medal, but in the end, that could be seen as a cheap kill.
I in no way mean to stifle your creativity, but you need to understand, random ordinance cannot be fixed, like a great many other things about Halo 4, and they need to leave the game, for good.