Additional Gameplay Features

Around the various threads and forums, I have seen some suggestions which I quite like. Such feature include

  • roll/evade (as default): perhaps double tap A [this was in battlefront]
  • Slide: Perhaps while sprinting, holding A or B
  • Grabbing on to ledges: could be similar to batman arkham

Other things that are not controlled:

  • When hijacked, kicked on ground and your character gets back up
  • When falling, perhaps roll
    These could be done in 3rd person like assassinations.

Feature that don’t seem to be popular:

  • Leaning
  • Prone

Any comments, like counter-assassinations or something?

Any new feature regarding movement should promote movement instead of hindering it.

Ledge-grabbing for example slows the game, because the player has to pull himself up to reach new heights. Instead, all jumps should be able to be made just by simply jumping.

Thruster Pack / sidestep is alright, a roll reduces hitbox size and becomes problematic.

A slide wouldn’t necessarily be bad, but I can’t think of any situations it would be useful.

I think wall-jumping could be cool, even if wall run itself isn’t a feature. Would promote vertical movement and allow you to juke enemies. Only off a single wall though, to remain fairly realistic and balanced.

> Any new feature regarding movement should promote movement instead of hindering it.
>
> Ledge-grabbing for example slows the game, because the player has to pull himself up to reach new heights. Instead, all jumps should be able to be made just by simply jumping.
>
> Thruster Pack is alright, a roll reduces hitbox size and becomes problematic.
>
> A slide wouldn’t necessarily be bad, but I can’t think of any situations it would be useful.
>
> I think wall-jumping could be cool, even if wall run itself isn’t a feature. Would promote vertical movement and allow you to juke enemies.

I agree with your ledge-grabbing comment (I think I saw it somewhere in the Halo 5 Community Suggestion thread).

The roll however did work quite well in battlefront II, it wasn’t too fast and it didn’t throw you too far, but it was good to use.

> The roll however did work quite well in battlefront II, it wasn’t too fast and it didn’t throw you too far, but it was good to use.

And it didn’t work out so well in Halo Reach as evade.

You have to remember that for some games certain gameplay features will work (like in battlefront were relatively low health and abundant heavy firepower make it necessary to have extra evasiveness) but for others (like Halo) it won’t. Either it will completely change the pace of the game (far towards the tedious end of the spectrum) or if not then it will simply not be powerful enough to have a meaningful effect on gameplay (and thus it will be pointless, see thruster pack.)

> Any new feature regarding movement should promote movement instead of hindering it.
>
> Ledge-grabbing for example slows the game, because the player has to pull himself up to reach new heights. Instead, all jumps should be able to be made just by simply jumping.
>
> Thruster Pack / sidestep is alright, a roll reduces hitbox size and becomes problematic.
>
> A slide wouldn’t necessarily be bad, but I can’t think of any situations it would be useful.
>
> I think wall-jumping could be cool, even if wall run itself isn’t a feature. Would promote vertical movement and allow you to juke enemies. Only off a single wall though, to remain fairly realistic and balanced.

It takes a faction of a second in Crysis to ledge grab. As for slide, it’s really just a fancy way of going from sprint to crouch. Usually it can be used to go down slopes faster if they make it that way or increase your chances of getting to cover.

Imo Halo doesn’t need any of these things, the current flow of movement consisting of crouching and jumping works perfect with the game and I don’t see a need of any additions in regard to movement.

I would like to see CQC get some much needed attention. Perhaps we could choose 2 sensitivities and swap back and forth mid game with a simple button press. Another option would be the ability to customize the sensitivity of each weapon.

Ex: Sniper 3 , DMR 4, AR 5, Sword 7

Right now the controller sensitivity isn’t much different than an armour mod.

perhaps side assassinations/take-downs could be implemented?

Also, do you guys think that the melee could be improved, visually?

If different factions were to become playable each should have its own default ability:

Spartans - Sprint
Elites - Combat Roll
Brutes - Berserk / Ability to pick up and throw heavy objects such as crates.
Flood - ???

> If different factions were to become playable each should have its own default ability:
>
> Spartans - Sprint
> Elites - Combat Roll
> Brutes - Berserk / Ability to pick up and throw heavy objects such as crates.
> Flood - ???

Infect?
Explode into infection form?

Good idea though

> perhaps side assassinations/take-downs could be implemented?

This could be interesting, but may be difficult to balance.

> > perhaps side assassinations/take-downs could be implemented?
>
> This could be interesting, but may be difficult to balance.

Maybe the animation could take twice as long as a normal assassination showing a bit of a struggle? This makes you more exposed.

> It takes a faction of a second in Crysis to ledge grab. As for slide, it’s really just a fancy way of going from sprint to crouch. Usually it can be used to go down slopes faster if they make it that way or increase your chances of getting to cover.

Yeah but what does it add?

A fraction of a second is still slower than simply jumping up and over obstacles and is just an unnecessary concept.

I can’t think of any situations a slide would be useful. Perhaps if maps are built with specific areas you can slide down to gain momentum and propel yourself, but again I’m a bit iffy.

> Imo Halo doesn’t need any of these things, the current flow of movement consisting of crouching and jumping works perfect with the game and I don’t see a need of any additions in regard to movement.

I disagree. Well, perhaps Halo doesn’t need movement options, but I don’t see them harming the game.

In some cases, I can see increased movement options benefiting the game by allowing people to traverse the map in new and unthought of ways.

Such as, slide down a ramp, jump off the end, then jump off a wall to reach a higher floor. Would be more skill-based than simply jetpacking and would refer back to the days of trick jumping.

It would be nice to see 343 expand their Ordnance system.

Refer to this thread. Ramir3z77 introduced the idea of Dynamic Ordnance. I later chimed in with details on how 343 could implement it into Forge for use with community-made maps.

> Dynamic Ordnance
>
> Weapons spawn at specific times throughout the match, but in different locations.
>
> Instead of remembering respawn times and doing the math in your head(Oh Yoink! I grabbed it at 7:52, now I have to wait until 6:22) you would only need to remember the exact pattern and timing.
>
> Example (Not properly balanced or anything, just an example)
> Start Snipers at Base
> 9:00 Shotguns at Base
> 8:00 Camo in Tower
> 7:00 Rocket at Mid
> 6:00 Snipers on Sides
> 5:00 Overshield in Tower
> 5:00 Sword at Mid
> 4:00 Needlers at Sides
> 3:00 Speed Boost in Tower
> 2:00 Concussion Rifles at Sides
> End Nothing
>
> This makes the game more convenient and dynamic without destroying the skill gap.

> I actually had a similar idea and I thought of a way to implement it into Forge quite easily; Spawn Channels.
>
> These would work very similar to Trait Channels in that you can associate different ordnance drops with different channels to control the spawn time / window. The spawn sequence data will be used to determine the order in which weapons spawn.
>
> For example a map could be set up with a Sniper @ Tower, Rockets @ Mid, a Sticky Det @ Gold, a Needler @ Pink and a Sword @ Elbow. Channel A (60 second respawn) would encompass the Needler, Sticky Det and Sword, and channel B (150 second) would encompass the Rocket and Sniper. The spawn sequence data could be set like this: Needler=0, Rocket=0, Sniper=1, and Sticky Det=1, Sword=2.
>
> For a 6 minute game using the above settings the following ordnances would spawn at the listed times:
>
> @ 0s: Needler @ Pink, Rocket @ Mid (A0,B0)
> @ 60s: Sticky Det @ Gold (A1)
> @ 120s: Sword @ Elbow (A2)
> @ 150s: Sniper @ Tower (B1)
> @ 180s: Needler @ Pink (A0)
> @ 240s: Sticky Det @ Gold (A1)
> @ 300s: Sword @ Elbow, Rocket @ Mid (A2,B0)
>
> This is a very simple example, but you get the idea. More spawn sequence data and channels can be added for greater complexity.

> > It takes a faction of a second in Crysis to ledge grab. As for slide, it’s really just a fancy way of going from sprint to crouch. Usually it can be used to go down slopes faster if they make it that way or increase your chances of getting to cover.
>
> Yeah but what does it add?
>
> <mark>A fraction of a second is still slower than simply jumping up and over obstacles and is just an unnecessary concept.</mark>
>
> I can’t think of any situations a slide would be useful. Perhaps if maps are built with specific areas you can slide down to gain momentum and propel yourself, but again I’m a bit iffy.
>
>
>
> > Imo Halo doesn’t need any of these things, the current flow of movement consisting of crouching and jumping works perfect with the game and I don’t see a need of any additions in regard to movement.
>
> I disagree. Well, perhaps Halo doesn’t need movement options, but I don’t see them harming the game.
>
> In some cases, I can see increased movement options benefiting the game by allowing people to traverse the map in new and unthought of ways.
>
> Such as, slide down a ramp, jump off the end, then jump off a wall to reach a higher floor. Would be more skill-based than simply jetpacking and would refer back to the days of trick jumping.

Not really they both take the same amount of time and it’s used to access ledges that you can’t jump on to. I think it would be great for campaign but I can see the complaints on the multiplayer side for dumb reasons… As for the what does it add factor, it adds immersion and I find it fun to think I’m sliding down hills and climbing -Yoink-.

> Not really they both take the same amount of time and it’s used to access ledges that you can’t jump on to

Key word, ledges you can’t jump on to.

If you can jump on every ledge in the map there’s no need for a climb feature. To implement such a feature, you would have to make some ledges too high to jump to.

This is slowing the game for no reason, even if only slightly. Thus, the reasons against it aren’t ‘stupid’.

Likewise, sprint requires elongated areas, otherwise it would be map breaking.

The only one of these I can agree with being in halo is Ledge-grabbing. If you can jump high enough to get your torso over a ledge, it’s just silly when your knees keep you from making the jump.