Solution to cater to both parties. Have a “battery bar” that controls movement but is also dictated by health. So you have 3 status bars, Shields, Sprint and Increased Movement Speed, let’s call it IMS for short. They work off of each other like how rock, paper, scissors work. If Shields are full Sprint will work, if Shields are down at all Sprint won’t work. If Sprint is full IMS will work, if the Sprint bar is drained at all IMS will not work and you will be reduced to the normal “slower” movement speed. Now here is the twist, if Sprint and IMS are full your Shields could leech slowly over time. So if you haven’t moved for say 10 seconds you would begin to lose shields at say a 5% per second rate(30 total seconds of no movement before death).
Examples: N/U stands for NOT USABLE, also Sprint and IMS would be unlimited, so at 1% they would never run out.
EX. 1 Shields-100% Sprint-50% IMS-100%N/U… You have been sprinting for a while but haven’t been shot, once you stop sprinting you will have to wait for your sprint bar to recharge to 100% before IMS begins working automatically again.
EX. 2 Shields-50% Sprint-50%N/U IMS-100%N/U… You have been sprinting for a while but were shot and your shields have fallen to half. Now you can’t continue to use sprint because you shields aren’t full, you are also moving at normal speed because your sprint bar isn’t full. This means in a situation where if you get caught and shot while running away you get forced into a situation where you have to fight, flee at normal speed, or find cover long enough to get shields back and regain the ability to sprint.
EX. 3 Shields-100% Sprint-100% IMS-50%… You haven’t used sprint in a while and have been relying on IMS. You also haven’t been shot at all, this gives you the options to use sprint momentarily to make those jumps on the map that were designed with sprint in mind, Sprint to that power weapon that is about to spawn, really sprint wherever you want because you have full shields.
EX. 4 Shields-50% Sprint-100%N/U IMS-50%… You have been walking around relying on IMS and have been shot. But because your sprint bar is full you still have IMS, allowing you to strafe faster in a BR battle, flee slightly faster than normal, pretty much fight or flee in “classic halo” fashion because you haven’t used sprint just like a “classic halo”.
EX. 5 Shields-100% Sprint-25%N/U IMS-25%N/U <<<THIS situation would be impossible Sprint and IMS would have to have to always total 101% or more and have an inverse relation, as one drains the other recharges that amount. That situation goes as follows:
EX. 6 Shields-100% Sprint-100% IMS-50%… You’ve been walking around for a while relying on IMS and have used half the bar. You then decide to sprint, but as you sprint your IMS will recharge. Making stats change like this when you start sprinting. Shields-100% Sprint-90% IMS-60%N/U, after sprinting further, Shields-100% Sprint-80% IMS-70%N/U, let’s say you stop sprinting here. You would have to wait for the remaining 20% of sprint to recharge before you can use IMS again.
EX. 7 Shields-100% Sprint-100% IMS-100%… This situation you are not moving, you are sitting still not being shot, all of your stats are full and after 10 seconds of doing this your shields will begin to take damage. This will weed out corner camping/hiding. Crouch walking would pause the leech damage but as soon as you stop moving again the damage would resume immediately. Uncrouching and walking normally would instantly start your shields recharging after taking leech damage(this feature would still allow you to crouch and sneak up on someone slowly over time and still then fight the person with full shields once they got to them provided they walked normally shortly before going in for the attack. However if this person got caught sneaking up on them they would potentially be getting caught with their pants down depending on how long they were sitting and waiting for. If the person attempted to use the instant shield recharge to save themselves from the leech damage killing them this person would show up on radar momentarily, giving people a clear opportunity to find them.
The result of all this is allowing sprint to stay in the game to be used for interacting with the maps in the way they were designed(one of the biggest arguments for sprint I have seen). It speeds up gameplay in the fact that sprinting from spawn to where you want to be is still in the game. Controlling this area long enough for you sprint to recharge allowing IMS(classic halo)to come back into play. This is how BTB is normally played. It also discourages camping because the punishment for being caught is increased.