It is my hope to make one crucial point about the sandbox in future Halo games. An ideal that we have all thought about in the back of our minds, yet have not really voiced too much. What is that? Variety is the spice of life. It is king. For the next trilogy, Halo’s sandbox does not need to be, strictly, minimized for competitive balance. The future Halo FPS genre should use a sandbox that blossoms with an extreme amount of competitive balanced variety. Please, hear me out. It’s not as complicated as it looks or sounds.
Every gamer that has sat down and taken the time to really play a Halo FPS has his/her own favorite preferences for campaign or multiplayer. Although we all share various similarities, no two gamers are exactly alike. We are our own masters. This belief is extremely relevant when discussing items in Halo’s sandbox; especially in regards to multiplayer.
Up until Reach, each Halo FPS has included greater sandbox variety in regards to weapons, vehicles, and extraneous equipment (powerups, H3 equipment, AAs, etc…). As many of you know, and have stated, a healthy balance between those various items, one in which there is no “best” selection, has not always been fully established…and rightfully so. When more variables are added into any equation, the correct answers become harder to find. Thankfully, there are solutions to these issues.
Bungie, in regards to Halo Reach, decided their solution to that issue would be to cut extraneous items from their sandbox. This would allow more time for focused observations of item balance during the course of development. Furthermore, they would be closer to achieving a more familiar feeling to Halo: CE than any prior FPS installments. All discrepancies and criticism aside, Halo Reach did just that. The sandbox was more familiar to Halo: CE than any other Halo FPS at that time. Their solution worked, but I’m here to explain another feasible route.
Close your eyes for a second (or go to the Halo Wiki), and think back of all the time you spent playing any of the FPS games during the Halo series. Recall your most memorable events. Do you remember what you loved the most in each Halo game? How did you play the game? What was your favorite sandbox item? Take a moment longer and remember…
Now, come back to me.
Imagine a Halo FPS that could incorporate your most beloved sandbox items; all of them. Weapons, vehicles, equipment, turrets, plasma shields, and, literally, almost every single item the sandbox has ever offered within the Halo universe. Think of a gaming environment that had all of that. At this point, your mind is either blown, you could care less, or your fuming with negativity and disbelief. Let’s go over some details.
The core belief, of this topic, about sandbox balance being key to gameplay is spot on. All items in the sandbox must be relevant and have their own unique rolls to fulfill. In addition, their should never be one weapon that is the most dominating force (aka the utility weapon) in the sandbox. However, there is no reason to limit ourselves so much when it comes to these items. Every single weapon, vehicle, and/or extraneous equipment, to date, can have its place in the same Halo FPS. I believe this can be seen through the usage of two examples. Stay with me. We’re just now getting to the fun stuff.
Disclaimer - The following examples are all subjective and reflect the opinion of this user. They will use range comparisons on the metric scale with word tags for ease of use. In terms of damage, a scale of very low to very high will be used. Details can be given upon request. All information gathered comes from official Halo lore. The user apologizes beforehand for any minor mistakes you may see.
Example #1 - UNSC Pistol/Magnum
Did you know that there are at least 12 different UNSC M6 pistol variants in the Halo universe? Would it surprise you if I told you that, currently, we’ve only used 4 of them? What if all 4 of them were in the same game? Let’s take a look at how that would work.
> M6C
> Magazine Size: 12
> Maximum Ammo: 60 Rounds
> Damage Threshold vs Flesh: Medium
> Damage Threshold vs Shields/Armor: Low
> Rate of Fire: Semi-Automatic
> Trigger RPM: Very Fast
> Effective Range: 19-23 Meters
> Maximum Range: 50-100 Meters
> Dual Wield Capacity: Yes
> Scope: N/A
>
> M6C/SOCOM
> Magazine Size: 12
> Maximum Ammo: 60 Rounds
> Damage Threshold vs Flesh: Medium
> Damage Threshold vs Shields/Armor: Low
> Rate of Fire: Semi-Automatic
> Trigger RPM: Average-Fast Double Action Only
> Effective Range: 30-50 Meters
> Maximum Range: 60-115 Meters
> Dual Wield Capacity: N/A
> Scope: Smart-Link 4x Scope
>
> M6D
> Magazine Size: 12
> Maximum Ammo: 132 Rounds
> Damage Threshold vs Flesh: Very High
> Damage Threshold vs Shields/Armor: High
> Rate of Fire: Fully Automatic
> Trigger RPM: Average-Fast
> Effective Range: User Dependent
> Maximum Range: 100-150 Meters
> Dual Wield Capacity: N/A
> Scope: Smart-Link 2x Scope
>
> M6G
> Magazine Size: 8
> Maximum Ammo: 40 Rounds
> Damage Threshold vs Flesh: High
> Damage Threshold vs Shields/Armor: Medium
> Rate of Fire: Semi-Automatic
> Trigger RPM: Slow-Average
> Effective Range: User Dependent
> Maximum Range: 50 Meters
> Dual Wield Capacity: Yes
> Scope: Smart-Link 2x Scope (Single Wield Only)
Woah! That’s a lot to take in. Let’s go over that data. We’ve got four pistols to make unique. How can we do that in future Halo FPS games? It’s already done for us. There are four options for individual ranges, three options for scopes, two options for dual-wielding, one option for stealth, one option for power and longevity, one option for high RoF, and one option for balance spawns, etc…
My goodness, that’s quite a lot of variety in those four items alone. Imagine the possibilities if all the other items returned. Now, I know you naysayers are already here thinking, “You’re a hypocrite because there is only one weapon worth using out of all those pistols in a match; the M6D.” Catch your breath, and allow me to go into part three of this whole sandbox variety spiel.