An Idea For Equipment

Rather than having Equipment replacing Armour Abilities, I think that both can be implemented in loadouts to fufill different roles in combat.

AAs are largely an active process on the player’s part; how, when and why they are used are largely up to us as we actively fight or move through the map.

Equipment on the other hand, could be used in a more passive or at least tactical role. Less active powers and more deployable items, great for use where trying to hold locations or objectives and the like.

Some examples of potential equipment for loadouts could be:

Trip Mine: A deployable explosive triggered by an enemy player or vehicle passing over it. Along the lines of the orginal Halo 3 version. Self-destructs over time.

Spot Beacon: A deployable sensor that will mark enemies within its radius. Self-destructs over time.

Ammo Pack: Placeable ammo box that will resupply nearby allies over time, with rates varying for various weapons etc. Self-destructs over time.

So, what do we think? Would this be a good way to bring Equipment back into the fold?

> Rather than having Equipment replacing Armour Abilities, I think that both can be implemented in loadouts to fufill different roles in combat.
>
> AAs are largely an active process on the player’s part; how, when and why they are used are largely up to us as we actively fight or move through the map.
>
> Equipment on the other hand, could be used in a more passive or at least tactical role. Less active powers and more deployable items, great for use where trying to hold locations or objectives and the like.
>
> Some examples of potential equipment for loadouts could be:
>
> Trip Mine: A deployable explosive triggered by an enemy player or vehicle passing over it. Along the lines of the orginal Halo 3 version. Self-destructs over time.
>
> Spot Beacon: A deployable sensor that will mark enemies within its radius. Self-destructs over time.
>
> Ammo Pack: Placeable ammo box that will resupply nearby allies over time, with rates varying for various weapons etc. Self-destructs over time.
>
> So, what do we think? Would this be a good way to bring Equipment back into the fold?

I’m not sure that having both would really benefit gameplay so much as over-complicate it. Some equipment you mentioned seem either pointless (Spot Beacon) or easy to abuse (Ammo Pack). The concept of the Trip Mine has been proven to be effective, but I find no reason we can’t put it into AA format.

Imagine activating the Trip Mine AA: rather than go through an animation of engaging autosentry or regen field, this could have your Spartan quickly kneel down and place/arm an explosive right in front of you. To prevent spamming, this could be an on-map-pickup and only allow a recharge to begin after the explosive was detonated, either by someone/something or just due to its time limit (similar to how the autosentry disappears without being shot at).

Again, this is just an idea, but I’d like to see AAs become more game-changing and solely become on-map-pickups.

> > Rather than having Equipment replacing Armour Abilities, I think that both can be implemented in loadouts to fufill different roles in combat.
> >
> > AAs are largely an active process on the player’s part; how, when and why they are used are largely up to us as we actively fight or move through the map.
> >
> > Equipment on the other hand, could be used in a more passive or at least tactical role. Less active powers and more deployable items, great for use where trying to hold locations or objectives and the like.
> >
> > Some examples of potential equipment for loadouts could be:
> >
> > Trip Mine: A deployable explosive triggered by an enemy player or vehicle passing over it. Along the lines of the orginal Halo 3 version. Self-destructs over time.
> >
> > Spot Beacon: A deployable sensor that will mark enemies within its radius. Self-destructs over time.
> >
> > Ammo Pack: Placeable ammo box that will resupply nearby allies over time, with rates varying for various weapons etc. Self-destructs over time.
> >
> > So, what do we think? Would this be a good way to bring Equipment back into the fold?
>
> I’m not sure that having both would really benefit gameplay so much as over-complicate it. Some equipment you mentioned seem either pointless (Spot Beacon) or easy to abuse (Ammo Pack). The concept of the Trip Mine has been proven to be effective, but I find no reason we can’t put it into AA format.
>
> Imagine activating the Trip Mine AA: rather than go through an animation of engaging autosentry or regen field, this could have your Spartan quickly kneel down and place/arm an explosive right in front of you. To prevent spamming, this could be an on-map-pickup and only allow a recharge to begin after the explosive was detonated, either by someone/something or just due to its time limit (similar to how the autosentry disappears without being shot at).
>
> Again, this is just an idea, but I’d like to see AAs become more game-changing and solely become on-map-pickups.

Now that I think about it… What if instead of an explosion, the mine you place down releases an EMP, rendering both infantry and vehicles vulnerable, but not dead just yet? You’ll still actually have to put some effort into killing them this way, rather than placing it then running away and hiding til it detonates and gets you a free kill or two, only to rinse and repeat the process.

I just really miss equipment. It just worked so well and was inherently balanced as a concept.

If opponent players can’t tell by looking at you what you are carrying , it should not be in the game , IMO. Bungie said before launch of H3 that we would know what an enemy had just by looking. It hasn’t happened yet (unless you include the jet-pack) , and personally always disliked equipment or AAs by any title.

I was thinking that what if there was an active-camo ghille suit that was a one time use, could only be activated after 15 second charge time and would give the player a slightly bigger model that way players who used it or carrying during combat are not camping for long periods of time and are visually distinguishable even after they have used the ability.

(P.S. would function like Halo 3 Active camo when the power-up is active)

The whole point of wanting AA’s to become more equipment like, is so that people don’t start with them.
So that map control and equal starts are still a part of Halo.

What you have suggested here, only further corrupts the gameplay identity of Halo.

AA’s and equipment MUST be pickups.
What do people have against working for their rewards? Oh yes that’s right, that would be too much like hard work.

I’d much rather have equipment than AAs.

I really like the ammo equipment idea. Dang why didn’t I mention that to Halo5Follower

For this reason I still play Halo 3. Most of the pro who actually were hard to kill still do. I couldn’t have said any better