A Way to Tweak Sprint

There are many opinions on sprint but most of us can agree that it shouldn’t stay in the form that we currently find it in for halo 4 nor the Reach variant. Rather than removing it completely I had an odd idea but it definitely has some merits.

Instead of removing sprint completely, I think sprint should become a feature that is disabled on specific maps that are small to medium in size, or on larger maps that don’t focus on open spaces. For large maps that focus on vehicle combat we would retain our ability to sprint. For small maps we could either lose the ability completely or it could be retained by a short lunging/thrusting motion (shorter range than thruster pack most likely). I won’t get into possibilities like that for small maps because that more depends on the direction 343 decides to go with AA’s for halo 5, but the idea is that spartans are too well trained and disciplined to go sprinting around hallways and around corners when there could be an enemy at any turn, which is why we don’t even have the option to make them do so.

Large maps however that are open and are designed for vehicle combat could have the function turned on, which would allow easier movement without vehicles when necessary and allow you to travel smarter and safer without being caught in the open or spawncamped. In past halos I have always felt that was a large problem on vehicle maps, for anyone who ventured into the open was completely vulnerable to the first vehicle or sniper to notice them.

I would like to thank the member pulvis ira for the following ideas, he posted them on a similar thread:

Sprint can be changed to have an acceleration time before you reach your maximum speed, and it should also incorporate a deceleration when you try to stop sprinting or reach the end of the sprinting duration, perhaps ending in a skidding motion if you are coming to a complete stop. His third idea was to increase the turn radius so as to make it harder to switch directions.

I would like to add to his ideas and state that a player should not be allowed to reach the maximum sprint speed while taking damage (from any angle, not just from in front) or having very recently taken damage (ex being that the player was shot during acceleration and each time he is damaged his max speed is reset to the half point in the acceleration phase). I think it would be beneficial to decrease the duration of sprint so we can’t sprint as long as we currently can and slightly increase the maximum speed.

What these ideas do to the use of sprint is to change its purpose from general movement and fleeing to a more burst type motion whose purpose is to move to a new position and to make moving through open terrain less vulnerable to any moderately skilled sniper. It also changes it to a higher risk movement because the inability to turn or stop easily makes you much easier to predict and increases the time it takes to raise your weapon (except perhaps swords and hammers). This forces the player to really commit more to the movement, raising the risk that you could run into a bad situation or be unable to successfully flee when fighting was the better option.

Large maps designed for vehicles, when designed right, are usually stretched to incorporate healthy vehicle combat anyways so the typical argument that sprint breaks map design becomes nullified. In fact, in past halos larger maps often felt cramped for drivers so as to make non-vehicle based movement less cumbersome. I do agree small maps are broken by sprint. As an additional benefit it would still make more sense for supersoldiers to be able to sprint when in danger (or move fast in general) and it provides immersion into feeling that the scale of the battle is larger than what you find in other skirmishes on smaller maps.

Custom games would have sprinting become an optional setting regardless of map, because more customization is always better than less.

These are all of course just hypothetical ideas but I thought it was interesting enough to see what others thought of the possibility it presented, and thanks again to pulvis ira for his ideas on tweaking sprint that lead me to my thoughts on map specific sprinting.

How about put it as an Armor Ability and make AA’s map pickups. You can now scale back small maps and just not put Sprint on them, while placing Sprint on large open maps. After all it’s not like every weapon has to be on every map. There’s a reason there aren’t Spartan Lasers on 4v4 maps.

Sprint just doesn’t add anything that can’t be achieved by other means without any of the drawbacks.

It doesn’t matter if the maps are large or small, sprint is irrelevant when maps are well designed with solid movement options. I never felt like it ever took too long to get anywhere in past games. Between vehicles, teleporters, man cannons, lifts, and general infantry pathways there was always a way to get around.

In fact it was only in these last two games that I have felt like it was taking ‘too long’ to get anywhere because of all the dead space. Good map design already does what sprint is supposed to do. You are only going to get somewhere as fast as the designer intended and if we just throw sprint in without taking it into consideration the maps will only be worse for it.

If we really need some movement based ability than just spawn everyone with a first-person thruster pack. It allows you to dodge more effectively in the open and is not continuous like sprint is. Unlike sprint thruster packs actually can add to the depth of an encounter.

Sprint can only be used for two things in an encounter, entering one and exiting one, which is why it will always be a problem in Halo since it doesn’t do anything during your gunfights. It works in other games with fast killtimes because it is all about positioning and twitch shooting. Halo just doesn’t work that way.

I suggested acceleration a while back, too. I did it shortly after reading that the sprint that was planned to be in H2 operated on a similar acceleration system…

Double post x.x

I don’t want to be limited because of the map I’m on. I want my abilities to be uniform through out the game so I’m always aware that I have those capabilities.

I do support added stopping power however. If they’re shot while their shields are up, slow them down a little. If they’re shot without shields, it should deactivate sprint or bring them to quarter speed so you have the time to get that last shot in before they get to cover and they learn from their mistake.

> I don’t want to be limited because of the map I’m on. I want my abilities to be uniform through out the game so I’m always aware that I have those capabilities.
>
> I do support added stopping power however. If they’re shot while their shields are up, slow them down a little. If they’re shot without shields, it should deactivate sprint or bring them to quarter speed so you have the time to get that last shot in before they get to cover and they learn from their mistake.

How about remove sprint entirely and remove stopping power. I think that’s what Halo 3 so successful. It was a great combination of balance and gameplay mechanics.

Have completely different gameplay in one game dependent on map? That’s a horrible idea. If anything, sprint makes larger maps worse because it makes vehicles useless. Everyone blames Plasma Pistols and Plasma Grenades in loadouts for Halo 4’s vehicle combat being so nerfed, but a lot of it was due to sprint and poor map design too.

> Have completely different gameplay in one game dependent on map? That’s a horrible idea. <mark>If anything, sprint makes larger maps worse because it makes vehicles useless.</mark> Everyone blames Plasma Pistols and Plasma Grenades in loadouts for Halo 4’s vehicle combat being so nerfed, but a lot of it was due to sprint and poor map design too.

How so?

> > Have completely different gameplay in one game dependent on map? That’s a horrible idea. <mark>If anything, sprint makes larger maps worse because it makes vehicles useless.</mark> Everyone blames Plasma Pistols and Plasma Grenades in loadouts for Halo 4’s vehicle combat being so nerfed, but a lot of it was due to sprint and poor map design too.
>
> How so?

Useless is an exaggeration. But it does lessen their utility. Compare a Big Team Map in Halo 3 like say, Avalanche, to a Big Team Map in Halo 4, like Exile. These maps are actually very similar in size compared to a Guardian/Haven comparison. Due to this, the requirement of vehicles to transverse a battlefield in Halo 4 is lessened. In Halo Reach, Maps Like Spire and Boneyard where HUGE. This made up for the sprint inclusion, as you would still need a vehicle to to transverse the map safely in cases.

Simply put, he exaggerated, but his point was not inherently incorrect.

A good way to point this out is a Big Team CTF, when you get the flag, your the enemy teams target, so you feel vulnerable anyway, but the lack of sprint and slowed base move speed really hurts on a big team map, you rely on your team to help you.

>

Additionally, just how effective would a loadout with PP/PG be without using sprint to close the distance more quickly? Part of the reason they are so OP is because it only takes a player a few seconds to get within effective range. If movement was slower, the vehicles would be better able to outrun and outmaneuver the infantry before they could get within range to use their loadout.

Even if PPs and PGs were removed from loadouts, sprint would still make boarding much easier because the vehicles would not be able to take out the infantry before they get within boarding range as easily.

Perhaps I should have stated this, but in response to a few traditionalists saying “it should just be removed” I’m going to point out that that very well may be true, but do you REALLY think 343 will actually remove sprint entirely?
This thread is purely hypothetical ways to make it less game breaking.

@ Vektor: I highly disagree that the large maps played so terribly because of the inclusion of sprint. I assert that they played terribly because they were designed terribly. I hate exile’s design. It is slightly too large to be infantry only, at least the beam rifle scorpion tank side (depending on playlist) makes it that way, the other side is ok imo. But adding vehicles other than the mongoose and ghost was just a clusteryoink of congestion and random mayhem. In relation to my topic a map like that is large enough, but would NOT be open enough for sprint to be included. Think hemorrhage design. As a sidebar 343 really needs to include more vehicle maps, halo 4 doesn’t truly have ANY of them.
-However we CAN agree that PP & PG starts are evil and NEED to die, for they are what truly kill vehicle play in halo 4-

& @ the posts saying sprint would still be map breaking and OP for boarding: this would not necessarily be true if 343 implemented the acceleration, deceleration, exaggerated turning, and increased effectiveness stopping power. With these things as well as a much decreased sprint duration that is sorely needed sprint would lose much of its potential for traveling distances when compared to a vehicle. It would, again, be to traverse shorter patches of open terrain, but the stopping power increase still makes that a threat, and the other features make you predictable and make stopping at the location hazardous should an enemy be there.

As for boarding, the stopping power and difficulty turning should more than even the odds in favor of the vehicle, especially since we agree that PP & PG starts need to go. You have to keep in mind that those movement changes to sprint are the important bits.

@ CrispyChicken: this idea very well could be easiest to implement if it was a pickup AA in the base you spawn or something similar in order to control its use. I was just thinking it would be a similar result, but with added drawbacks of making forge/customs more annoying to design and we all know every spawn the first thing a player will do is try and grab a sprint AA which will hurt gameplay.

And now a disclaimer- the only reason I am throwing out the idea of map specific sprinting is because there truly is no way to keep sprint from breaking small-medium maps or large maps without open space as the focus. Small maps need a different approach (either complete removal or a less breaking mechanic than sprint). I do feel that sprint can be beneficial to large scale gameplay should it be drastically changed in function. I am NOT however saying we NEED to do this, this post is purely hypothetical. I doubt 343 will remove sprint so we should try and offer ideas on how to make it less breaking. Just keep in mind that I feel the mechanical changes to sprint are more important than the map specific sprint, although I feel both compliment one another as the mechanics are more designed for cover to cover bursts/out of combat situations.