Since there’s not exactly anywhere else to post this for Halo 6… I want to share an idea I had with you all.
And I want this idea to stay relevant for a long time to come, because I believe it can please every possible party in Halo’s community. Please, give me a chance to explain.
Thrusters. The single biggest change to the Halo formula. This isn’t even debatable, because it gave us the most dividing thing yet- infinite sprint. People have been up in arms about Sprint since Reach, but I’ve never had an issue with it. Same with armor abilities. Thing is, Reach had something Halo 5 doesn’t. A visible, finite resource for these abilities.
It comes back, but using it is a strategic choice. There’s not a lot of strategic choice in sprinting forward, aside from a longer time to get your guard up. We all know you can essentially just press B to evade- which I like! I like that just fine! The hovering is nice, the ground pounding is nice, and really, I just like the thruster mechanics. But there’s no visible meters for what I can do and how long it’ll last. So I have a proposition.
Give each of these abilities a pool of energy that is clearly visible.
Hover, pound, evade, sprint, are all thruster reliant abilities and thus, should drain from a recharging, depletable pool. As a proposition, each second of sprinting takes 15% energy, giving you seven seconds of sprinting total. (Gotta work those 7s in there man!). Ground pound’s stages should each take 50%. The shields-off pound, 50. The kill-pound, 100%. Hovering? As much pool as you’ve got, and given that’s sustaining your entire Spartan IV’s mass that’s about 3 seconds as we have now, so 33% per second. Evade? Just like the pound. It’s a sudden burst, but it’s just as sudden a burst and shift as the pound. Give us two evades, because you can’t evade a spartan charge easily with just one.
But y’see what I’m proposing here? A tactical choice and approach to this new system.
I really want to see something like this happen. Make hovering for more than aiming- make it a way to stop fall damage. Double-thrusting? What a huge way to clear gaps! But all things considered, you might not be able to get that energy back in time to slow your fall after a double thrust- indeed you probably won’t. Want to thrust-redirect out of that Mancannon and then killpound? You don’t have the energy for that.
But for those who are anti-sprint.
This gives players all the incentive in the world to use sprint wisely. Suddenly, sprinting becomes a careful, tactical choice- and not the one you take in combat or to get out of it very easily. It’s a repositioning tactic to get to-and-from dangerous points. If somebody wants to sprint to the power weapon that’s their choice, but they won’t be able to evade the oncoming hellfire or keep up with the guys who haven’t used their energy.
The system I propose does not simply remove the new features, but rather, makes the player question whether or not they should use them and how extensively they should use them. A player should be involved at all times in the heat of battle, and 343i has done a splendid job ensuring all the necessary visual cues are there for them. (Like the fact that you can pretty much always see a sniper aiming for you! That’s GREAT! I LOVE that!)
I want sprint to stay.
But I absolutely do not want to see it take control of the pace of Halo. Reach is sometimes called horrible, sometimes called great. I loved it, and loved that Sprint was a choice you could make instead of Armor Lock or a Jetpack- and I always picked that Jetpack! I loved that vertical option, it made things very interesting for me, and left me wide open for attack if I used it wrong. It punished me terribly when I did, but rewarded me beautifully when I didn’t.
When the Spartans fell in Halo 4’s opening to stop damage? Give us that. When they ran on the vertical surface to escape The Guardian’s birth? Give us that. Give us the tactical, thought out choices.
Let the thrusters and such be the extensions of our playstyles and abilities that they were meant to be. Not the crutch they currently are.