> Halo’s weapons have an average KPM at about 2-3 and average ttk of 1-2 secs. What happens when an engagement where there is 20 player shooting at each other then? Weapons in Halo are not going to be effective when suddenly the average encounter is 8x larger. The problem with our kill times and Kills per mag is that it is only meant to kill so many players at once. Kill times need to be lowered if anything for larger scales so you can actually fight more people at once. In Halo, when you play even BTB you are still not engaging all 8 players at once. In the end for large player counts you’d need weapon balancing.
But is an engagement with 20 players realistic? I can’t imagine such an encounter unless there is a huge incentive for all players in the match to go to one location, which means gametypes like Oddball and KotH, neither of which is intended for big team matches. When you have a really big map with multiple routes and no central objective, you’re not going to get these huge engagements.
In any game, a single player is only intended to go against a few players at maximum. If there are so many opponents against you simultaneously that you have no time to reload, you wouldn’t survive even if you didn’t have to. You’re constantly losing health, and if you have no time, you will eventually die from a single hit.
Unless you are in a really bad position, there is always the possibility to back behind the corner to reload. If you don’t have the possiblity, you are either out in the open, or completely surrounded. In any case, even if you had infinite ammo, you might be able to do a bit more damage, but ultimately you couldn’t survive.
It doesn’t make a major difference how much health you have. In a game with little health, you can kill opponents faster, but you’re also more likely to die a sudden, unexpected death. In a game with a lot of health, you will kill slower, but you can always back away when your health starts going too slow, and go again when you get it back. Neither system is less optimal in any way.
> I honestly wish it were this easy. The reason you can get a kill frenzy is because there are only so many players shooting it, hijacking it and so many power weapons available on the map. When you multiply that number, vehicles just don’t last long. Even if you do it that way, the weapons used to kill it have to be rebalanced. In BTB there are max 2 splasers, PPs on your side. In 32v32 you need specifically more and you’d have to rebalance them so you don’t have those weapons affect infantry, we might even have to spawn with them. Do we still have Splasers/Rockets OSK on vehicles? I still feel like you need a vehicle sandbox overhaul.
I don’t want the vehicles to last that long, that’s the point. Getting the Killing Frenzy shouldn’t be that easy. I’ve always been extremely bothered by the fact that I can jump into a Scorpion and get 40 kills because there simply aren’t enough opponents coming at me at once. Same goes for the Banshee. It’s a bit less extreme for small ground vehicles like Warthogs, but give a good driver and it’s really easy to maintain the right distance to all opponents. I would be happy if there were more players attacking vehicles.
But again, when it comes to large scale combat, if the maps are larger, nothing really changes. If a map is two times larger and has twice the amount of players power weapons and vehicles, you’re going to find a very similar gameplay experience. If there are two main paths instead of one, the players are going to divide to those approximately evenly, and so are the weapons and vehicles. It all really depends so much on the map. You can absolutely make a map that will be too small, have absolute chaos, too many weapons, and so on. But you don’t have to. The map can be arbitrarily large to the point that everyone is having trouble finding opponents. It all comes back to map design.
> Like I said before I wish it was this easy. If we have close quarter areas how do you prevent large scale encounters and long sight lines?
A large encounter is created if all players for some reason flock to a single location. How to solve that? Make multiple locations. If you have two main paths that both need to be defended by the teams, you can’t have all players from one team going to one because then the other team gets to push through the other and can attack from the back. How about long sight lines? Walls. Walls are always good for blocking sight lines.
> If the vehicles are in open areas, how do you balance player vs vehicle combat?
Players have (few) weapons that can take down vehicles from a distance. Vehicles need to seek cover (not found in the open) and get closer to the players to get kills. Players also have numerous ways to kill vehicles if they get close enough. It’s a symbiotic relationship. All you need is space for players where they have an advantage against vehicles.
> If we have teleporters and mancannons or whatever to move people, how do we stop enemy players from spawn camping the most efficient way to move around the map? It just opens so many balance issues that simply won’t be solved with just map design.
If one teleporter to a location is not good enough: make another to its vicinity. If the enemy team can still safely camp both: put a third one tha allows flanking somewhere else. The idea is simple: the more paths you have, the harder it is for the opponents to control all of them. Eventually, you will end up in a situation where everything flows well enough.
> BTW thank you, you are the only one to actually give an argument with reasoning on how it can work.
Thanks, I’m always happy to disagree!