A solution to the sprint argument.

Just out of curiosity, does An Olympic sprinter have a button in his hand that makes him run faster? No. I never understood the sprint feature in a video game for that reason. Let’s say a human being has a speedometer of 0-30 mph. Why not translate that into the motion of the analog stick? Just make the spartan a bit faster naturally when the analog stick is pressed full go. It makes everyone happy. The more skillful players will be able to control their speed more accurately, so the skill gap is there. Your spartan will still be able to aim and shoot at a full sprint ( which super soldiers should be able to do ) so canon is accurate and the “new core” gamers get to keep the feature.

Thoughts?

Do you mean an exponential increase in speed? A non-linear increase in speed, such as the speed increase on the analog stick is linear until the last few degrees where it’s at it’s maximum which would see a steeper slope upwards? Or are you just suggesting what we have now, which is analog movement and max speed when the thumbstick is at it’s maximum and no sprint?

I think it is silly to say your Spartan should be able to aim and shoot at full sprint. Have you ever tried sprinting, as fast as you are able, with your hands up like you are aiming a gun? It is really difficult. Well imagine that with a Spartan. Sure, at your max sprint they can probably aim a gun just fine, but at a Spartan’s max sprint the same problem would still be present. Even Kelly-087, the fastest Spartan, I believe holstered her weapon so she could reach her top speed (it’s been a while since I read Fall of Reach so I might be a little off). And sure, the base movement speed could probably be increased some, but too much and the controls become floaty. Even hitting a small bump could send you flying and make you a target for an enemy.

Personally, I like the idea of sprint as a concept, but don’t think it has been implement in the best way. For me, I would consider sprint as an alternative to a vehicle, almost like switching modes from a combat mode to a sprinting mode. Kind of like a few of the VTOL jets in Saint’s Row, or can imagine it like a Transformer going from robot to vehicle mode. Just when triggered, your Spartan holsters their gun and enters an all out sprint. In my head I’d picture it being unlimited, but you also can’t fire or melee right out of sprint, and you can also be shot out of sprint so you’d never want to sprint into combat but end it right before. Their would be about a second when switching modes, or at least as long as it take to switch weapons. It can also be disabled for small maps, pretty much if the map doesn’t support vehicles, it also doesn’t support sprint.

Funny how people are so quick to dismiss the idea.

I disagree with you op. Game play is a more important focus than realism. No an Olympic sprinter doesn’t have a button that makes them run fast, because it’s not a video game. Sprint is good the way it is, you can’t sprint forever and after your main burst you can’t sprint for as long unless you wait a bit. If 343 are to do anything with sprint in the next halo game they should get rid of it or keep it, nothing in between.

> Funny how people are so quick to dismiss the idea.

I Dislike this idea for the simple fact is it would make chasing easier and sprint running and gunning is I feel just wrong.

If you want to run and gun with sprint I would say lets just go back to the h1/2/3/R style of game play where we all just go the same speed.

Personally I enjoy sprint somewhat…

I don’t understand how OP is trying to add real world logic to a video game and expect a proper discussion to take place. There are certain mechanics in place for video games to make things easier and more fun, regardless if they wouldn’t work in real life.

Physics and science in Halo is not the same to real world applications, so claiming that Halo shouldn’t have a sprint button because sprinters in the olympics don’t have one, is silly.

> Do you mean an exponential increase in speed? A non-linear increase in speed, such as the speed increase on the analog stick is linear until the last few degrees where it’s at it’s maximum which would see a steeper slope upwards?

This was my interpretation. And I like it. A more sensitive analog stick would be a bit more intuitive for me. I already do this with a slow walk/normal run (and have done it since CE days).

An added benefit to this approach: reaching maximum speed takes longer than it currently does in Halo 4. This means fewer get out of jail free cards and more thinking before using. If slowing down took a bit longer, then you have a pretty decently nerfed sprint that I feel could work in a future iteration of Halo. It would certainly be an improvement over Halo 4’s sprint.

I’m gonna have to disagree. The point of sprint is to move as fast as you can to get to point a to b quicker. And as some said, its hard to run at your max speed, and aim a gun.

> I’m gonna have to disagree. <mark>The point of sprint is to move as fast as you can to get to point a to b quicker.</mark> And as some said, its hard to run at your max speed, and aim a gun.

This isn’t the case as already argued before. You get to a spot as fast as the map designer wants you to.

For example we take Guardian from Halo 3. It takes 10 seconds to run from A-B. We introduce sprint and the maps need to be bigger to accommodate it. It still takes 10 seconds to sprint from A-B. What have you accomplished? Well, I had to put myself at a disadvantage to run and still make the same time as before.

No sprint is a far better route to go.

How about create some type of disadvantage to sprint other than not being able to aim a weapon?

Something such as the player speed being a striding spartan which is about 75% of full sprint, usually for a runner. Then have sprint be 20% percent faster than the base player’s movement. That way when someone does sprint they won’t get away as fast as in Halo 4 but are still moving a good distance.

> The more skillful players will be able to control their speed more accurately, so the skill gap is there.

Except that has nothing to do with any of the competitive arguments against sprint. The argument, ultimately, is that sprint is bad because it kills the necessity for team positioning. This does nothing to remedy it.

There is nothing that you can do to sprint that will both eliminate all problems associated with it and be fun to use.

Now, sprint has been new to Halo, and many people see it as a free pass from a certain death. one thing that i have always wonder is , why would you even able to keep sprinting if you are been hit. my point. sprint is a tool to cover distances to reunite with your team or reach and assist faster a teammate.

Now, this should be sprint’s only use and so you should be able to sprint only in those moments. let me explain, if you are under fire, and get hit while sprinting the mechanic should stop.
Shooting and succesfully hitting an sprinting oponent will make that opponent stop sprinting (you wanna run? if i hit you, you cant). bye bye to free passes. now why players will then risk themselfs to use sprint while in combat? well one fun and cool answer will be assasinations.

We have seen assasinations as something cool and actually quite usefull to show shame on the ones not playing attention in a game. there is space for a pummel assasination, an sprint assasination. afterall you are running with almost 2tons of armor, if you sprint to an unaware opponent and succesfully time hit him while in sprint you should be able to pummel him, think double melee hit. now this works almost the same with a traditional assasination, only adding the sprinting factor.

I do not want to see sprint starts return. I feel they makes tons of bad impacts on gameplay that have been heavily discussed already. I wouldn’t mind an AA pickup that allowed you to sprint though. Higher base movement speeds are a must though.

> Now, sprint has been new to Halo, and many people see it as a free pass from a certain death. one thing that i have always wonder is , why would you even able to keep sprinting if you are been hit. my point. sprint is a tool to cover distances to reunite with your team or reach and assist faster a teammate.
>
> Now, this should be sprint’s only use and so you should be able to sprint only in those moments. let me explain, if you are under fire, and get hit while sprinting the mechanic should stop.
> Shooting and succesfully hitting an sprinting oponent will make that opponent stop sprinting (you wanna run? if i hit you, you cant). bye bye to free passes. now why players will then risk themselfs to use sprint while in combat? well one fun and cool answer will be assasinations.
>
> We have seen assasinations as something cool and actually quite usefull to show shame on the ones not playing attention in a game. there is space for a pummel assasination, an sprint assasination. afterall you are running with almost 2tons of armor, if you sprint to an unaware opponent and succesfully time hit him while in sprint you should be able to pummel him, think double melee hit. now this works almost the same with a traditional assasination, only adding the sprinting factor.

I agree that that would cut down on the sprinting away problem alot, but that is not the only issue with sprint. It causes an overall larger theme to maps to accommodate sprint and makes the game flow stranger. Not sure how to describe the later, but it is there. It also causes lower base movement speeds.

i think there is a missconception on how to apply sprint gameplywise, i dont see why the maps should become bigger. i mean think of Heaven, that map is easely cover by normal movement quite easy, sprint is use there to reach spaces faster and in team objectives to gain possitions faster. all maps shouled be design not with sprint in mind (affecting how size of map is installed) but on team size.