Since the release of Halo 5, and even to some extent Halo 4 and Reach, the enhanced mobility gameplay (spartan abilities) has been a topic of controversy. Some people like it, some people hate it. Now before I go into this, I want to state that I am mostly indifferent on the enhanced mobility. On one hand, it does create a faster, more intense game, on the other, it creates problems for Halo, specifically in map design.
Halo 5’s multiplayer maps are generally the same. There is nothing really unique or special about each map, and they all feel the same when you play them. If someone asked me to name a Halo 5 map the only one I can think of is Truth, and that’s because it’s a remake of Midship.
I believe this comes down to this:
Spartan abilities have to be compensated for in each map.
This creates problems. Maps are often around mid-size, hallways are much too large with not enough cover and each map contains areas that are just vertical nightmares.
Even vehicles are absent from shipped arena multiplayer maps, which is a first for the series.
On top of this, the weapons have also been tuned to compensate for the abilities.
Bullets now have extreme magnetism, TTK is reduced by a mile, every weapon has a faster fire rate and so on. The biggest change is that a grenade’s damage radius is much larger.
This is a problem. We as the players have so many barriers that we have to get through to make custom games, or change the gameplay to our liking. We can’t even turn the bullet magnetism down, so we can never replicate classic gameplay.
Here’s my solution to this problem, and I gave it a go using Halo 5’s mini game settings:
Spartan Abilities become a part of a power-up system, akin to overshields and active camo.
I tested this out in Halo 5. I turned sprint, spartan charge, thrusters, ground pound, slide and stabilizers off for base player traits. Yes I know, I kept clamber on. I also fiddled with some other traits to replicate Halo 3’s movement and damage. The power-up I had scripted turned on sprint, slide, thrusters and stabilizers. So basically, just the abilities that affect movement. I added one of these power ups close to each team spawn on a remake of Guardian.
Some interesting things happened:
- Players would rush this power-up to race players to power weapons.
- TTK was closer to Halo 3.
- It added an interesting team element to the game: the enhanced player would focus on power weapons while other players would act as general support.
- It added an element of strategy; timing the power-up, keeping your enhanced player alive (as dying would be the only way to remove the enhancements), trying to get your whole team enhanced.
From my testing, I think this would be a good and needed change for the Halo franchise. It builds upon the equipment model of Halo 3, and still gives us the classic Halo gameplay, but also includes the fast-paced, intense gameplay of newer generations shooters.
Most importantly, it allows creative freedom. If you HATE enhanced mobility, you can just not have it on maps. The best part of this compromise is that maps, weapons and game flow isn’t affected. I didn’t have to make Guardian larger to compensate for sprint. It was a dynamic element on the map that we can have full control of.
I’m hoping that this is a possibility for the future of Halo. I think it’s an interesting, fun way to innovate the gameplay, and satisfy most people. More importantly, it means that 343 doesn’t have to add weapon adjustments in the background, like heightened bullet magnetism, that we cannot control.
Halo is at its best when it can played a million different ways.