Alright so I have an idea for something in halo 5. The ability to select a material for you spartan’s armor in Halo 5.
I envision there being about half a dozen different materials to pick between, each one giving your spartan different in game properties with various strengths and drawbacks, and each having a unique visual effect on the armor, such as metal based armors having high gloss and composite based armors a dull sort of finish.
Ok so here are some examples of what we could see;
Titanium alloy: good middle of the road armor material providing both decent mobility and protection, available at the start.
Tungsten alloy: quite heavy, slowing your spartan’s movement speed and jump distance, however gives unmatched protection. Good for a slow and deliberate playstyle.
Gold alloy: not that great of protection and not terribly light either however gold alloy is highly conductive, making your spartan’s electronics run more smoothly, increasing the effectiveness of you AAs and armor mods, and HUD.
Advanced composite: great protection and very light weight, speeding up your spartan, however non conductivity is a problem, hampering your electronics.
Ceramic platemail: excellent protection and lightweightness, good electronics, however has low fatigue resistance and is brittle, resulting in the armor deteriorating after an engagement or two.
I think you get the idea, ideally the list should have 2-3 more materials. So what do you think?
I actually kind of like this idea, though I imagine others will hate it.
Also, perhaps the remaining two armor types could be reactive and reflective variants of the Titanium Alloy.
Reactive would reduce ballistic damage, and Reflective would reduce energy damage (Or the shield’s resistance to it)
I think this would be a great idea for an RPG, but for a competitive-arena style shooter, I’m not quite sure. This seems incredibly complicated to manage, and I’m not sure something like this is needed. Also, it makes matches unfair based on customization of the armor itself. Armor customization should be purely aesthetic, otherwise people would choose their armor based on what it does, not what it looks like, thus punishing people who focus time on creativity.
Sorry Sammy, but I don’t think this would work.
It adds a generally pointless layer of complexity and unbalances MP. 9 times out of 10 people will just instantly discover the most effective armor material and only use the one.
If not, it’s still unnecessary and generally unwelcome in a series famous for the level playing field it provided.
If I wanted to play a class based shooter saturated with a ton of questionably balanced variables I would play TF2.
The best way I could see this implemented is in Spartan Ops. This would also allow you to change the build of your Spartan in the event you want to play someone fast and quick or a brick -Yoink- house.
> <mark>spartan different in game properties with various strengths and drawbacks,</mark> and each having a unique visual effect on the armor, such as metal based armors having high gloss and composite based armors a dull sort of finish.
Anything that deviates from the standard “Everyone starts off equal” is a no for me.
People already don’t like loadouts. Adding in RPG-esque attributes to your armor simply moves further from what Halo is and what people want it to be.
> I think this would be a great idea for an RPG, but for a competitive-arena style shooter, I’m not quite sure. This seems incredibly complicated to manage, and I’m not sure something like this is needed. Also, it makes matches unfair based on customization of the armor itself. Armor customization should be purely aesthetic, otherwise people would choose their armor based on what it does, not what it looks like, thus punishing people who focus time on creativity.
> Sorry Sammy, but I don’t think this would work.
Oh well I mean you still would have armor being for the most part aesthetic, you still choose the pieces you want and the colors and all, I just think it would be kinda cool if different materials gave a different finish to the armor, plus I realize many people like to know exactly what to expect, and by noticing the finish on an opponents armor you could get a heads up on what to expect.
I appreciate that you took the time to think of drawbacks for their implementation. In fact it seems pretty well thought out. The different variations in the effects of the armor would allow players to figure out which “ability” the other player had chosen.
However, the changes in speed/jump could prove to be a problem for maps. Specifically, some players wouldn’t be able to make jumps and/or move about the way others could. While I suppose that could factor into your choice (for example, I would choose the lighter armour as it offers me a wider variety of options) it could still put a damper on a game that is largely movement based.
Another thing I disagree with is affecting AA’s and HUD. An AA can make or break a situation (especially jetpack) and while I understand why the idea appeals to you, I have to say again that further variations caused by these sorts of things in a main halo title does not appeal to me. To much variation to the point of randomness can be good and bad, and in the case of an arena shooter where guessing your opponents next move before he makes it, I would say this is bad.
However, that’s not to say the idea is bad. In fact if later on 343i thinks about doing a more open, “realistic” and large scale Halo, there would be merit to most (if not all) of the ideas you put forward. But for an arena shooter, I’d rather avoid them.
> > <mark>spartan different in game properties with various strengths and drawbacks,</mark> and each having a unique visual effect on the armor, such as metal based armors having high gloss and composite based armors a dull sort of finish.
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> Anything that deviates from the standard “Everyone starts off equal” is a no for me.
>
> People already don’t like loadouts. Adding in RPG-esque attributes to your armor simply moves further from what Halo is and what people want it to be.
Well put snickerdoodle… Well put.
At first, when I came into this thread, I was expecting you to propose visual-only armour materials that would change how your armour looks (for those who want super shiny armour, or super dull, whatever), and I was pleasantly surprised that I’d maybe agree with sammy for once…
…and then I read the thread. I must say, I appreciate you taking the time to have a physical representation of which armour you’re using, therefore which abilities or whatnot you have. However, there are two major flaws to this idea :
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It still creates an imbalance that people do not want from a Halo game. Once again, what people enjoy about Halo is the equal standing between players once you start the game. That makes the winner of the game be based off of the player/team that played the best, be it through skill or outsmarting the other enemies, fair an square, not because he was lucky or had a superior ability. Once you add in complex mechanics like this into Halo, you start to take away from what made it so special. Just look at Halo 4’s decline and popularity, many people do not like the direction 343i took with the franchise. Why would continue to push more in that direction be a good idea?
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Even if I did want this idea in, which I don’t, why should my physical appearance be dictated by my player traits? It’s like the idea of having different armour permutations giving you different abilities. What if I, for example, wanted the gold alloy, but absolutely hated the way it looks? It’d be as though I were forced to wear the Pioneer helmet (eww) if I wanted to use my Thruster Pack armour ability. It’s a tad ridiculous, really.
Still, take this idea and turn it into a purely aesthetic addition, then sure, I’d be down.
I think it would be cool to have different textures that resemble different materials. However, if you gave each material its own attributes, you’d pretty much kill replay value.
In my opinion, this just adds something to the game that isnt necessary. It wouldnt be a good idea to add something that puts a limitation on a player or gives a player an advantage in any situation. This would take away from what makes Halo, Halo. Halo should always start off with an even playing field for each player.
> I think it would be cool to have different textures that resemble different materials. However, if you gave each material its own attributes, you’d pretty much kill replay value.
Vektoro I don’t understand. How is replay value killed by this? Personally I would find the replay value of halo 5 to be increased were this idea to be added. Playing with armor made of different materials and feeling the different effects they had on my spartan’s physics and gameplay would be a hoot.
> > I think it would be cool to have different textures that resemble different materials. However, if you gave each material its own attributes, you’d pretty much kill replay value.
>
> Vektoro I don’t understand. How is replay value killed by this? Personally I would find the replay value of halo 5 to be increased were this idea to be added. Playing with armor made of different materials and feeling the different effects they had on my spartan’s physics and gameplay would be a hoot.
The reason is because it would divide the community.
This idea has the same issues most of your other ideas have had. Its unpredictable.
There is no way to account for an enemy’s choice of armor until it is already too late and there is no way to react after the encounter. Whether you win or lose the gunfight, there is no way to prepare for the next encounter since the players are not limited by the resources of the map.
Look at Halo 3’s equipment. Even though you can be caught completely by surprise by an opponent with a bubble shield, you know that after it has been used the other player has to get another one. Even if it spawns quickly it limits how often it can be used at any one time.
With most of your ideas, anyone can pull out a ‘bubble shield’ at any given time. Encounters become less about skill and much more about the luck of the draw.
This is a tired example but let’s replace ‘Halo’ with Chess. Would Chess become more skillful if you could choose one pawn that could moves like a Knight without your opponent knowing? You are playing your game and then suddenly, a pawn takes your Queen because your opponent chose the ‘Knighted’ perk before the game started. No warning, no ability to respond effectively.
Idea overall: Fairly decent
In Campaign: Perhaps
Firefight/SpOps: Might be cool
In Matchmaking: Do not want
As much as I liked Reach and Halo 4 with its customizability, I’d prefer such things being limited not expanded on. Giving us the option to in Custom Games, fine. Making it the default settings, not so fine.
I’m all for options and customization, but not if it turns matchmaking into a Slayer-ActionSack hybrid.
I’m going to pass on this idea also.
The problem with your ideas is that there will always be one option that is superior to the others. It works the same way loadouts do. Look at a game like Call Of Duty. So much variety to chose from yet there is generally only a couple of weapons used and why? Because they are far superior to other weapons. The whole variety option is just an illusion and you are forced to use the same weapons in order to compete. Just look how often the Suppressor is used in Halo 4. This kills the replay value.
However look at a game like Halo 3 where everyone starts off with the same weapon. Highly successful with a replay value that has competitive and casual players alike even playing to this day. This is because the illusion of loadouts isn’t there nor do the weapon starts feel forced upon in order to compete. Halo 4 went in the direction of Call Of Duty and failed. Hence why your ideas should not be let anywhere near Halo 5.
If this was strictly aesthetic I wouldn’t mind this, but this idea imbalances MP and ruins equal starts…so no thanks.
> > I think it would be cool to have different textures that resemble different materials. However, if you gave each material its own attributes, you’d pretty much kill replay value.
>
> Vektoro I don’t understand. How is replay value killed by this? Personally I would find the replay value of halo 5 to be increased were this idea to be added. Playing with armor made of different materials and feeling the different effects they had on my spartan’s physics and gameplay would be a hoot.
“One Armor To Rule Them All”
Then some Armor materials give a player too much of a leg up and anyone who didn’t choose that armor is left in the dust.
That’s not fun. I didn’t stay on Halo 4 for the exact reason I wouldn’t stay on Halo 5. Too unbalanced and is generally not fun when everyone is jumping 13 feet and I can’t.
> > > I think it would be cool to have different textures that resemble different materials. However, if you gave each material its own attributes, you’d pretty much kill replay value.
> >
> > Vektoro I don’t understand. How is replay value killed by this? Personally I would find the replay value of halo 5 to be increased were this idea to be added. Playing with armor made of different materials and feeling the different effects they had on my spartan’s physics and gameplay would be a hoot.
>
> “One Armor To Rule Them All”
>
>
> Then some Armor materials give a player too much of a leg up and anyone who didn’t choose that armor is left in the dust.
>
> That’s not fun. I didn’t stay on Halo 4 for the exact reason I wouldn’t stay on Halo 5. Too unbalanced and is generally not fun when everyone is jumping 13 feet and I can’t.
Ok but Rookie if you are worried about “one something to rule them all” shouldn’t you be deeply skeptical of halo 1-3? In those game one only ever got but one thing. Everything else in the whole game was left in the dust. Just look at the poor plasma rifle back then. Now we have the storm rifle that is actually a decent gun. You say you are worried about players just using what popular opinion says is the best, but at least there are options in halo 4 if you feel like deviating right? In old halo it is a guarantee everyone is going to be using all the most imbalanced stuff.
I don’t like the idea. I like the “Everyone starts off equal” style of classic Competitive Halo.
This seems…too much like a CoD perk system or RPG or something.