These are some ideas that could unite the concepts of classic and advanced movement, as well as of equipement and armor abilities.
Equipement:
- H3 style equipement on the map, maybe multi-use with a cooldown. the cooldown and amount of total uses can balance these equipements
Movement:
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Momentum based Spartan Abilities ( differnt name): insted of button activated animations, you get a momentum boost in the indicated direction:
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while on the ground: reach maximum strafe velocity , or somenthing a bit above it (drops of afterwards), in a split second by using the momentum- button ( backwards and sideways)
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halo online inspired sprint ( a small speedboost forward (10% extra speed in base settings), reduced turning speed, slower shield recharge) ( behaves like a time limited ghost- boost with a shield recharge penality) ( activated by pressing the momentum button and indicating a forward direction)
-> this sprint will only be usefull in open areas without enemys: get to the fight faster. map control remains. adds to teleporter, mancanon and vehicle gameplay -
add an extra vector of force to your jumps ( no “thrust”, only a nudge in the wanted direction adding to your current flight path)
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if the momentum button is pressed while crouching mid jump, you are accelerated downwards
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pressing the jump button in midair will result in a small reduction in downward momentum
( these momentum abilities can be used to navigate in zero-g )
-> weapons can not be fired during the initial boost or sprinting (or could be fired with increased spread, higher muzzle climb (for automatics), slower RoF (for non automatics) and less aim assist ( also slow-aim during sprinting))(alternatively the ability to use your weapons could be activated during boost, deactivated during sprint)
( custom game settings)
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extra momentum increases your melee damage, but also the dammage others can inflict on you by meleeing ( although a bit less)
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there is a second “feet hitbox” around your normal hitbox. if you narowly miss an edge by height or distance while jumping, the additional hitbox can still reach the edge and you can perform a half-height jump ( like bugging up a wall). crouch-jumping would also move this hitbox like it does the normal feet hitbox. requires exact timing.
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a certain bouncieness to the player characters: slight bouncing of geometry with enough momentum: emergend movement