armor/coloration based on map.

So thought of customization in Halo & got reminded of years old thought of having additional customization option in Halo.

So what I thought of was that could there be something like option to separately customize the armor & or the coloration of the armor map by map.

Meaning camo could become more useful feature than it has been before in Halo given you could set to be spawn as green/brown colored armor in forest/plains type of map, white(ish)/gray type of armor with rounder edges in snow/rocky maps, gray/black type of armor in forerunner structure type map… you name it.

The reason being that lately camo has become even more underrated in Halo with “glow in the dark” type of armor.
Surely you could color your armor bright red, for example, like before but that would be the disadvantage you set for yourself.

So, just asking that would this feature be something you would prefer to be in the game?

Given that team games have teams of different colours rather than (say) faction, it may be difficult to get a relevant camouflage colour for all teams. So it would only really count in FFA. I think a lot of players have the opposite thoughts though and choose colours to stand out from their peers rather than blend with their surroundings.

However it would be good to be able to select a pattern separately rather than having fixed ones as per the current variants of the same armour. But then that probably holds true for every part of the armour…

> 2533274810196308;2:
> Given that team games have teams of different colours rather than (say) faction, it may be difficult to get a relevant camouflage colour for all teams. So it would only really count in FFA. I think a lot of players have the opposite thoughts though and choose colours to stand out from their peers rather than blend with their surroundings.
>
> However it would be good to be able to select a pattern separately rather than having fixed ones as per the current variants of the same armour. But then that probably holds true for every part of the armour…

It really has limited usage but so does the regular armor/coloration customization, more so in fact. So I wouldn’t see that as opposing the option.
As for PVE modes, it could be there to help with the immersion of a military shooter with ability to form groups having down to earth colors.
Other option would be to have armor “slots” to select how you spawn with the primary armor being the spawning one if nothing is selected.
And secondary colors/patterns could definitely use some more universal options as well.

I’d say this goes against the spirit of Halo’s gameplay. Traditionally Halo discourages all kinds of passive gameplay (camping, hiding, etc.), an example of this being, for instance, the bright team colors which make it optimally easy to see an opponent as soon as they are in your line of sight. The fact that players can customize their armor color for FFA partly goes against this, but the ability to personalize your player model is worth the fairly minor advantage one gains from using colors that blend easily to maps. It is about the personalization, not about the gameplay advantage.

However, the ability to set one’s color per map is purely about the advantage. So, there’s no place in Halo for such a feature.

> 2533274825830455;4:
> I’d say this goes against the spirit of Halo’s gameplay. Traditionally Halo discourages all kinds of passive gameplay (camping, hiding, etc.), an example of this being, for instance, the bright team colors which make it optimally easy to see an opponent as soon as they are in your line of sight.
> …
> However, the ability to set one’s color per map is purely about the advantage. So, there’s no place in Halo for such a feature.

Campers are campers regardless of the colour of their armour, and besides the game provides an INVISIBILITY power up (described as “Active Camouflage”).

As i understand it the OP is suggesting something that would provide a moment of doubt that may give an edge.

> 2533274810196308;5:
> Campers are campers regardless of the colour of their armour, and besides the game provides an INVISIBILITY power up (described as “Active Camouflage”).
>
> As i understand it the OP is suggesting something that would provide a moment of doubt that may give an edge.

Campers are campers, but unwanted player behavior can be discouraged via gameplay design decisions. The less point there is to sitting still, the less players will resort to it. Furthermore, unwanted behavior should put the player at a disadvantage. So if somebody wants to sit in the corner with a sniper rifle, then they should look like a misplaced christmas decoration.

As for the active camo, it is a power-up, of which there is only one on the map, and over which players need to fight, and which provides only a timed invisibility that begins immediately as the player steps on it. Everything about its design encourages players to move: it is placed on the map so that players need to get to it. Once they get it, it activates immediately, so that players need to think and move quickly to get the maximal benefit out of it. Trying to play passively with the active camo power-up is a bad idea. The existence of active camo only strengthens my point.

> 2533274825830455;4:
> I’d say this goes against the spirit of Halo’s gameplay. Traditionally Halo discourages all kinds of passive gameplay (camping, hiding, etc.), an example of this being, for instance, the bright team colors which make it optimally easy to see an opponent as soon as they are in your line of sight. The fact that players can customize their armor color for FFA partly goes against this, but the ability to personalize your player model is worth the fairly minor advantage one gains from using colors that blend easily to maps. It is about the personalization, not about the gameplay advantage.
>
> However, the ability to set one’s color per map is purely about the advantage. So, there’s no place in Halo for such a feature.

So you find it problematic that there would be a choice to fit in an environment that would in some cases fit the environment in favor of encouraging the standing out of environment with choosing the brightest of colors that shout “shoot me!” with the bullseye to enforce the effect?
So even though having the choice between universal camo colors & bright “here I am colors” is an option the sensible choises for battlefield colors are not ok?
That just sounds a bit ridiculous given it could be as much about choosing to acquire yourself an disadvantage by choosing a bright color as much as it is by choosing a color fitting in the map itself by goal of gaining brief moment of doubt or immersion of actual military shooter.

In the bare bones of this, it’s about player choice. You can definitely choose the most theatrical or standing out of the pool of armors/colors but others would have the choice of not posing as biolumical figures covered in christmas decorations.

Even teams sort of set teams on varying situations by setting other team as bright color while setting other team as darker color. Not going too deep on how human mind encourages rash action or careful thinking when met with corresponding color here but it has it’s effects as well as split-second of doubt by coloration of the armor itself.

And about “no such place in Halo” is pretty subjective given I belong in a group of Halo players that hoped for “true black” coloration for the armor for pretty much over a decade but I must admit that “real black” is not much of a camo color given it’s largely unnatural. And that leads to that no matter if it’s a choice between bright or dark color the “cool” armor set likely will be outside of the vision of “superhero” choice of color for outfit.

Therefore, I would keep it in a bare bones discussion as player choice as to what they have as their armor color & how it fits in the environment. I have a hard time thinking about other supporters for “glow in the dark” armor/coloration forced sets than those that are in even slightest afraid of the safety they lose by having an option offered to other players simply because some out of place color pleases their eye.

Surely bright/overly dark colors would be still fit for social playlist but why limit the potential of the gameplay by basing the gameplay on varying limitations of human perception because such subject is varied by usefullness depending on the human being on question?

> 2533274825830455;6:
> > 2533274810196308;5:
> > Campers are campers regardless of the colour of their armour, and besides the game provides an INVISIBILITY power up (described as “Active Camouflage”).
> >
> > As i understand it the OP is suggesting something that would provide a moment of doubt that may give an edge.
>
> Campers are campers, but unwanted player behavior can be discouraged via gameplay design decisions. The less point there is to sitting still, the less players will resort to it. Furthermore, unwanted behavior should put the player at a disadvantage. So if somebody wants to sit in the corner with a sniper rifle, then they should look like a misplaced christmas decoration.
>
> As for the active camo, it is a power-up, of which there is only one on the map, and over which players need to fight, and which provides only a timed invisibility that begins immediately as the player steps on it. Everything about its design encourages players to move: it is placed on the map so that players need to get to it. Once they get it, it activates immediately, so that players need to think and move quickly to get the maximal benefit out of it. Trying to play passively with the active camo power-up is a bad idea. The existence of active camo only strengthens my point.

The active camo power up argument depends heavily on the game that is under the discussion. The original Halo Combat Evolved encouraged movement by not limiting the “camo” by movement & only by time while in Halo Reach more of a stop & go type of gameplay was encouraged by having increased movement speed decrease the effectiveness of camo itself.
Both could encourage camping more or less by having the full effect of it’s potential fullfilled by not moving at all.
But that is not about the core of this discussion so I would hope it remains as side-discussion in this topic.
But as I replied to it, I would view it as fair that “other side” of the discussion to be able to express the further views of this particular subject.

And by “unwanted” player behaviour, what could you mean by that? the general view of some studio? A publisher? A certain developer or something different? Are other aspects in gameplay less valuable than HP/damage basic variations?
What about the concept of darkness? The concept of blending in the light much like lanternshark? Is strategic thinking less valuable of an aspect as quick reflexes in ranked competition.
Is there really one true way that fits the concept of Halo in form of visual gameplay when the franchise has been constructed & molded by multiple people?

> 2533274890014309;7:
> I have a hard time thinking about other supporters for “glow in the dark” armor/coloration forced sets than those that are in even slightest afraid of the safety they lose by having an option offered to other players simply because some out of place color pleases their eye.

See, it has nothing to do with being afraid of anything, nor is it about what pleases my eye. Frankly, I don’t care what you like to wear. It’s just that your idea is in conflict with my idea of Halo’s gameplay.

> 2533274890014309;8:
> The active camo power up argument depends heavily on the game that is under the discussion. The original Halo Combat Evolved encouraged movement by not limiting the “camo” by movement & only by time while in Halo Reach more of a stop & go type of gameplay was encouraged by having increased movement speed decrease the effectiveness of camo itself.

Of course, Halo Reach alread deviated from that design, but I never said I want it like Reach. The phrase “spirit of Halo” should be indication enough that I’m not talking about what any particular game has done, but about what my ideal of Halo is.

> 2533274890014309;7:
> And by “unwanted” player behaviour, what could you mean by that? the general view of some studio? A publisher? A certain developer or something different?

Obviously, these are my views. You should always assume that everyone on these forums represents their personal views and personal views only unless proven otherwise.

> 2533274890014309;7:
> What about the concept of darkness? The concept of blending in the light much like lanternshark?

Not many dark multiplayer maps in Halo.

> 2533274890014309;7:
> Is strategic thinking less valuable of an aspect as quick reflexes in ranked competition.

I’m not sure where you got the idea that opposing hiding has anything to do with opposing strategic thinking. On the contrary, I value design that increases the strategic depth of the game. It’s just that your idea is not that. There’s nothing inherently strategic about being hard to see. Don’t get me wrong: you can absolutely design a game around that, but you have to design the game around it. Just making players harder to distinguish from the background would add little strategic value to Halo.

> 2533274890014309;7:
> Is there really one true way that fits the concept of Halo in form of visual gameplay when the franchise has been constructed & molded by multiple people?

Each person has their own ideals of what Halo should aim to be.

> 2533274825830455;9:
> > 2533274890014309;7:
> > I have a hard time thinking about other supporters for “glow in the dark” armor/coloration forced sets than those that are in even slightest afraid of the safety they lose by having an option offered to other players simply because some out of place color pleases their eye.
>
> See, it has nothing to do with being afraid of anything, nor is it about what pleases my eye. Frankly, I don’t care what you like to wear. It’s just that your idea is in conflict with my idea of Halo’s gameplay.
>
>
>
>
> > 2533274890014309;8:
> > The active camo power up argument depends heavily on the game that is under the discussion. The original Halo Combat Evolved encouraged movement by not limiting the “camo” by movement & only by time while in Halo Reach more of a stop & go type of gameplay was encouraged by having increased movement speed decrease the effectiveness of camo itself.
>
> Of course, Halo Reach alread deviated from that design, but I never said I want it like Reach. The phrase “spirit of Halo” should be indication enough that I’m not talking about what any particular game has done, but about what my ideal of Halo is.
>
>
>
>
> > 2533274890014309;7:
> > And by “unwanted” player behaviour, what could you mean by that? the general view of some studio? A publisher? A certain developer or something different?
>
> Obviously, these are my views. You should always assume that everyone on these forums represents their personal views and personal views only unless proven otherwise.
>
>
>
>
> > 2533274890014309;7:
> > What about the concept of darkness? The concept of blending in the light much like lanternshark?
>
> Not many dark multiplayer maps in Halo.
>
>
>
>
> > 2533274890014309;7:
> > Is strategic thinking less valuable of an aspect as quick reflexes in ranked competition.
>
> I’m not sure where you got the idea that opposing hiding has anything to do with opposing strategic thinking. On the contrary, I value design that increases the strategic depth of the game. It’s just that your idea is not that. There’s nothing inherently strategic about being hard to see. Don’t get me wrong: you can absolutely design a game around that, but you have to design the game around it. Just making players harder to distinguish from the background would add little strategic value to Halo.
>
>
>
>
> > 2533274890014309;7:
> > Is there really one true way that fits the concept of Halo in form of visual gameplay when the franchise has been constructed & molded by multiple people?
>
> Each person has their own ideals of what Halo should aim to be.

So basically not having all the colors stand out extremely well by making the armor basically glow somehow goes against the gameplay values of Halo in your view?
If so thats fine enough though I still think having some colorations being less standing out of the environment doesn’t really give huge advantage to players with character models in chunks of armor & even if there would be split-second advantage there is no really a way to make every color equal in a way that they have an effect, either visually or psychologically, as I already mentioned the effect of red/blue coloration of other causing more passive reactions while other encourages more aggressive strategies.
So I would view more matte colors to not being really more of an advantage than already existing color options.
As in I doubt it would have drastical effect on gameplay itself even if there were more down the ground color options in addition to brighter or unnaturally dark colors.
What I think is that it could be used to more immersive options in gamemodes as to what type of colors a military group would have. Not that I would seek realism from Halo but there would be an option for more supersoldier looking group rather than superhero group.

And such phrase could be indication enough but usually not too much should be assumed to avoid tarnishing the original text with assumptions.
And even though movement wouldnt be limitation to camo there is still option of camping being more effective option depending on map design & situation mostly so I wouldnt view such as encouraging any specific form of gameplay that the game happens to have invisibility.

And there aren’t many dark multiplayer maps in Halo but it doesn’t really mean there couldn’t be, even dark corners could be used strategically.

And here is another disagreement, being able to use the environment to aid in battlefield situations is what I would consider as strategic aspect. Not that I claim it to be huge strategic aspect but it’s still something.
Though it can truly be made to be bigger part of the game it doesn’t necessarily mean that the game would have to be designed around it to have camo as one aspect in a game.
Even if it’s little aspect it can add value to alternate gameplay methods as opposed to the ever growing amount of running around like headless chickens, crashing to enemy player, rinse & repeat.

As to the last text, my point exactly.

> 2533274890014309;10:
> So basically not having all the colors stand out extremely well by making the armor basically glow somehow goes against the gameplay values of Halo in your view?

In principle, yes. In practice I of course see value in character customization and would not see point in limiting armor colors to only bright ones. However, going out of your way to implement a mechanic the sole purpose of which is to allow players to be less visible is another story.

> 2533274890014309;10:
> And here is another disagreement, being able to use the environment to aid in battlefield situations is what I would consider as strategic aspect.

I did not say that using the environment to your advantage is not strategic.

> 2533274890014309;10:
> as opposed to the ever growing amount of running around like headless chickens, crashing to enemy player, rinse & repeat.

If “running around like headless chickens, crashing to enemy player” is your perception of traditional Halo, I would say that there is plenty of strategy and nuance in the existing gameplay you haven’t yet uncovered. Maybe it would be a good idea to explore that rather than ambitiously asking for more.

> 2533274825830455;6:
> > 2533274810196308;5:
> > Campers are campers regardless of the colour of their armour, and besides the game provides an INVISIBILITY power up (described as “Active Camouflage”).
> >
> > As i understand it the OP is suggesting something that would provide a moment of doubt that may give an edge.
>
> Campers are campers, but unwanted player behavior can be discouraged via gameplay design decisions. The less point there is to sitting still, the less players will resort to it. Furthermore, unwanted behavior should put the player at a disadvantage. So if somebody wants to sit in the corner with a sniper rifle, then they should look like a misplaced christmas decoration.
>
> As for the active camo, it is a power-up, of which there is only one on the map, and over which players need to fight, and which provides only a timed invisibility that begins immediately as the player steps on it. Everything about its design encourages players to move: it is placed on the map so that players need to get to it. Once they get it, it activates immediately, so that players need to think and move quickly to get the maximal benefit out of it. Trying to play passively with the active camo power-up is a bad idea. The existence of active camo only strengthens my point.

I’m inclined to agree with tsassi. Such a feature would negatively impact the quality of the game.

I don’t see this feature particularly improving multiplayer combat scenarios. In fact, I see it doing more harm than good.

> 2533274825830455;11:
> > 2533274890014309;10:
> > So basically not having all the colors stand out extremely well by making the armor basically glow somehow goes against the gameplay values of Halo in your view?
>
> In principle, yes. In practice I of course see value in character customization and would not see point in limiting armor colors to only bright ones. However, going out of your way to implement a mechanic the sole purpose of which is to allow players to be less visible is another story.
>
>
>
>
> > 2533274890014309;10:
> > And here is another disagreement, being able to use the environment to aid in battlefield situations is what I would consider as strategic aspect.
>
> I did not say that using the environment to your advantage is not strategic.
>
>
>
>
> > 2533274890014309;10:
> > as opposed to the ever growing amount of running around like headless chickens, crashing to enemy player, rinse & repeat.
>
> If “running around like headless chickens, crashing to enemy player” is your perception of traditional Halo, I would say that there is plenty of strategy and nuance in the existing gameplay you haven’t yet uncovered. Maybe it would be a good idea to explore that rather than ambitiously asking for more.

You did not claim that it’s not strategic to use the environment but armor itself can be part of that to a degree which you are against in the case of Halo.

And it’s not really the sole purpose to add less visibility but rather to add options that doesn’t look like christmas decoration, you seem to be wording it in a way that it would appear to give certain players advantages where it really gives options which every single player can use. Choosing to add bright lights when it’s an option would be players own choice of fashion which could lead to disadvantage in visibility whereas it could give other psychological advantages like beforehand mentioned colors affecting human behavior by causing more impulsive or passive behaviour.

Therefore, there is no really way to create totally equal matches with different team colors as long as the human mind works as it does now.

And now it’s my time to correct you, I did not claim that “running around like headless chickens” was my perception of traditional, effective gameplay but rather a notion about it’s growing number which I could see is partially (not claiming it’s a major part) caused by later brightening of the player characters whereas in older Halo games the color choices were less lit up & more affected by shadow whereas in newer installments the character models seem to jump out so much they almost jump out of the screen.
So I would view part of the widening in coloration options to be more about returning some of the aspects that once were in Halo.
Im not asking for total blending in the environment but somekind of coloration options that would fit the chosen environment. The SPARTAN armor still jumps out of the environment plenty even if colorations wouldn’t, as much for the least.

> 2533274890014309;14:
> And it’s not really the sole purpose to add less visibility but rather to add options that doesn’t look like christmas decoration, you seem to be wording it in a way that it would appear to give certain players advantages where it really gives options which every single player can use.

No, I’m wording it in a way that it’s a gameplay mechanic that doesn’t have a place in Halo. I don’t care if everyone can use it. Everyone can use loadouts too, but I’m still against them.

> 2533274890014309;14:
> Therefore, there is no really way to create totally equal matches with different team colors as long as the human mind works as it does now.

This is a strawman since I never asked for or implied that totally equal matches are possible. All I’m asking is that the developers do their best to make players of different teams easy to differentiate and make on-screen players easy to see.

> 2533274890014309;14:
> Im not asking for total blending in the environment but somekind of coloration options that would fit the chosen environment.

And I don’t think this has a place in Halo. If players want to use existing customization options for blending to maps, I’m not stopping them, but I don’t want the developers actively enabling them.

> 2533274890014309;14:
> > 2533274825830455;11:
> > > 2533274890014309;10:
> > > So basically not having all the colors stand out extremely well by making the armor basically glow somehow goes against the gameplay values of Halo in your view?
> >
> > In principle, yes. In practice I of course see value in character customization and would not see point in limiting armor colors to only bright ones. However, going out of your way to implement a mechanic the sole purpose of which is to allow players to be less visible is another story.
> >
> >
> >
> >
> > > 2533274890014309;10:
> > > And here is another disagreement, being able to use the environment to aid in battlefield situations is what I would consider as strategic aspect.
> >
> > I did not say that using the environment to your advantage is not strategic.
> >
> >
> >
> >
> > > 2533274890014309;10:
> > > as opposed to the ever growing amount of running around like headless chickens, crashing to enemy player, rinse & repeat.
> >
> > If “running around like headless chickens, crashing to enemy player” is your perception of traditional Halo, I would say that there is plenty of strategy and nuance in the existing gameplay you haven’t yet uncovered. Maybe it would be a good idea to explore that rather than ambitiously asking for more.
>
> You did not claim that it’s not strategic to use the environment but armor itself can be part of that to a degree which you are against in the case of Halo.
>
> And it’s not really the sole purpose to add less visibility but rather to add options that doesn’t look like christmas decoration, you seem to be wording it in a way that it would appear to give certain players advantages where it really gives options which every single player can use. Choosing to add bright lights when it’s an option would be players own choice of fashion which could lead to disadvantage in visibility whereas it could give other psychological advantages like beforehand mentioned colors affecting human behavior by causing more impulsive or passive behaviour.
>
> Therefore, there is no really way to create totally equal matches with different team colors as long as the human mind works as it does now.
>
> And now it’s my time to correct you, I did not claim that “running around like headless chickens” was my perception of traditional, effective gameplay but rather a notion about it’s growing number which I could see is partially (not claiming it’s a major part) caused by later brightening of the player characters whereas in older Halo games the color choices were less lit up & more affected by shadow whereas in newer installments the character models seem to jump out so much they almost jump out of the screen.
> So I would view part of the widening in coloration options to be more about returning some of the aspects that once were in Halo.
> Im not asking for total blending in the environment but somekind of coloration options that would fit the chosen environment. The SPARTAN armor still jumps out of the environment plenty even if colorations wouldn’t, as much for the least.

It’s totally up to the player to put on stuff that makes them more visible, but that affects the player’s team as well. If my teammates are all wearing bright lights that give them away, they are hurting my chances of winning.

> 2533274825830455;15:
> > 2533274890014309;14:
> > And it’s not really the sole purpose to add less visibility but rather to add options that doesn’t look like christmas decoration, you seem to be wording it in a way that it would appear to give certain players advantages where it really gives options which every single player can use.
>
> No, I’m wording it in a way that it’s a gameplay mechanic that doesn’t have a place in Halo. I don’t care if everyone can use it. Everyone can use loadouts too, but I’m still against them.
>
>
>
>
> > 2533274890014309;14:
> > Therefore, there is no really way to create totally equal matches with different team colors as long as the human mind works as it does now.
>
> This is a strawman since I never asked for or implied that totally equal matches are possible. All I’m asking is that the developers do their best to make players of different teams easy to differentiate and make on-screen players easy to see.
>
>
>
>
> > 2533274890014309;14:
> > Im not asking for total blending in the environment but somekind of coloration options that would fit the chosen environment.
>
> And I don’t think this has a place in Halo. If players want to use existing customization options for blending to maps, I’m not stopping them, but I don’t want the developers actively enabling them.

The thing about not having a place in Halo is where I disagree while I agree loadouts are out of Halo. Loadouts were introduced to Halo later in a way they drastically effect the sandbox pickups themselves while armor colors have been lately brightened up to artificially add visibility by making shadowing on character models look more unnatural than ever.
Though im sure this is something we can agree to disagree on.

And here I can admit that I worded something incorrectly as this is more about FFA/PVE mode(s) option & such instead of team option.
As such, Im more than fine with the usual team colors in team based modes but where custom SPARTAN models can be seen to their full extent, there should be an option that doesnt look like christmas decoration.
And I can say that I draw that type of conclusion by you mentioning that it’s something where people could seek advantage whereas even bright colors can be used to advantage in various degrees.
So if you dont seek equality in gameplay then why would you exclude more grounded down colors because they have different visual advantage than other colors that can cause predictable behaviour?

And at the last section you atre missing the point, surely you can create something that blends into the light but having fitting colors in the usual environments has more natural appearance with abilility to create matches that look less like superhero fanboy meetups.

And surely it’s a bit overthinking that armor coloration would give serious advantage when SPARTAN armor already is shaped so that it’s really easy to spot.
Im asking more of possibility for more natural look in Halo that has become less & less of an aspect when the franchise has lenghtened.

> 2533274859620752;16:
> > 2533274890014309;14:
> > > 2533274825830455;11:
> > > > 2533274890014309;10:
> > > > So basically not having all the colors stand out extremely well by making the armor basically glow somehow goes against the gameplay values of Halo in your view?
> > >
> > > In principle, yes. In practice I of course see value in character customization and would not see point in limiting armor colors to only bright ones. However, going out of your way to implement a mechanic the sole purpose of which is to allow players to be less visible is another story.
> > >
> > >
> > >
> > >
> > > > 2533274890014309;10:
> > > > And here is another disagreement, being able to use the environment to aid in battlefield situations is what I would consider as strategic aspect.
> > >
> > > I did not say that using the environment to your advantage is not strategic.
> > >
> > >
> > >
> > >
> > > > 2533274890014309;10:
> > > > as opposed to the ever growing amount of running around like headless chickens, crashing to enemy player, rinse & repeat.
> > >
> > > If “running around like headless chickens, crashing to enemy player” is your perception of traditional Halo, I would say that there is plenty of strategy and nuance in the existing gameplay you haven’t yet uncovered. Maybe it would be a good idea to explore that rather than ambitiously asking for more.
> >
> > You did not claim that it’s not strategic to use the environment but armor itself can be part of that to a degree which you are against in the case of Halo.
> >
> > And it’s not really the sole purpose to add less visibility but rather to add options that doesn’t look like christmas decoration, you seem to be wording it in a way that it would appear to give certain players advantages where it really gives options which every single player can use. Choosing to add bright lights when it’s an option would be players own choice of fashion which could lead to disadvantage in visibility whereas it could give other psychological advantages like beforehand mentioned colors affecting human behavior by causing more impulsive or passive behaviour.
> >
> > Therefore, there is no really way to create totally equal matches with different team colors as long as the human mind works as it does now.
> >
> > And now it’s my time to correct you, I did not claim that “running around like headless chickens” was my perception of traditional, effective gameplay but rather a notion about it’s growing number which I could see is partially (not claiming it’s a major part) caused by later brightening of the player characters whereas in older Halo games the color choices were less lit up & more affected by shadow whereas in newer installments the character models seem to jump out so much they almost jump out of the screen.
> > So I would view part of the widening in coloration options to be more about returning some of the aspects that once were in Halo.
> > Im not asking for total blending in the environment but somekind of coloration options that would fit the chosen environment. The SPARTAN armor still jumps out of the environment plenty even if colorations wouldn’t, as much for the least.
>
> It’s totally up to the player to put on stuff that makes them more visible, but that affects the player’s team as well. If my teammates are all wearing bright lights that give them away, they are hurting my chances of winning.

I have to admit that I incorrectly referred to teams in this particular post whereas this is more about modes where infividual SPARTAN colors can be seen, team modes are excluded to keep the easy clarification with all players having same colors on their chsracter model.

> 2533274890014309;17:
> Im asking more of possibility for more natural look in Halo that has become less & less of an aspect when the franchise has lenghtened.

As I said, I don’t have a problem with players being able to choose whatever color they want and making their character more theirs. (Frankly, I’d be all for letting players adjust the roughness, wear, and dirtyness of the paint job.) But that is not all you’re asking for. That is not what this thread is about. This thread is about being able to set armor color presets for different maps, which I find to be out of place and waste of time for aforementioned reasons.

> 2533274825830455;19:
> > 2533274890014309;17:
> > Im asking more of possibility for more natural look in Halo that has become less & less of an aspect when the franchise has lenghtened.
>
> As I said, I don’t have a problem with players being able to choose whatever color they want and making their character more theirs. (Frankly, I’d be all for letting players adjust the roughness, wear, and dirtyness of the paint job.) But that is not all you’re asking for. That is not what this thread is about. This thread is about being able to set armor color presets for different maps, which I find to be out of place and waste of time for aforementioned reasons.

Oh but it is, the difference on set coloration customization & map based armor color customization that other simply looks generally good while the second offers an option for immersive, more militaristic look for the matches.