> -Yoink!-, there’s nothing writ in the fabric of the universe OR in Halo to be more specific about this that says we can’t have ANYTHING in Halo. Giant robot dinosaurs, ninja monkey torpedos, it’s all fair game because this is all just a game. Don’t be so dogmatic about this.
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> Anyway, Ordnance could be a fun thing to have in Halo but if it weren’t taken as such a half step. This franchise DOES have a problem in distributing its best toys around but throwing it over to a randomly generated item that spawns in under not-too-clear circumstances isn’t that much of an improvement over letting -Yoinking!- chaos theory handle the whole matter (or as we say around here, of letting map control take care of it.)
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> What I’d like to see is several major changes to the sandbox and how deployables are called in. First of all, there needs to be a clear point system involved towards requisition. 343 need go no further than copying Section 8 or Iron Brigade in this because those both use very standard and very functional ordnance systems but they could probably do still better. Get a kill, that’s five points. Assist, that’s three. Objective score, another 5 and so on and so on. Get 40 points and you get to call in ordnance. It’s quite simple.
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> Now for what you get, IMO the idea of being able to summon your own power weapon isn’t a very good one and for one very good reason. Those weapons are broken. Rockets, snipers, shotguns, they were all originally designed with a campaign in mind and as it turned out they were -Yoink!- hilarious to use in multiplayer as well because games of the CE era weren’t quite so careless with their sandboxes. That only worked, however, because for all the power a sniper rifle gave you it was limited by its spawning frequency. Take that away, and in WHATEVER fashion spawn in more frequent power weapons, and you’ll quickly break Halo.
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> So where does that leave ordnance? Simple, either nerf all power weapons to compensate for their increased spawn frequency or set the big stuff aside (rockets, snipers, ect), keep that to on-map spawning, and use variety weapons (needler, rail gun, detonator, laser, ect) in ordnance drops. Either way you pull the focus away from the more tedious parts of Halo (ie. scoped semi-automatics which we are presently fixated upon) and set it to rest on the wider diversity of weapons this franchise has to offer. As for what weapon you get, again Iron Brigade serves up a pretty good model for this. Select your ordnance weapon in your loadout, thereby forcing some level of strategic choice in what is now a pretty automatic system.
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> But I think we can do better than that by incorporating equipment into ordnance to further expand the depth and strategy of the game. Turrets, ammo drops, sensor platforms, light vehicles, Section 8 is the game to look towards for this. In spite of pulling all weapons into the loadout system map control is a huge part of that game, perhaps even stronger than in Halo, because ordnance allows you various deployable equipment pieces that enable you to in one way or the other better hold territory. It’s an explicit part of that game’s design, not just an incidental function of having broken on-map weapons which is our way of handling map strategies, and all it requires is a few more items tailor made for the purpose of doing stuff to the map that we can easily accommodate in an ordnance system. We can even do better with land-mines, radar jammers, jump pads, and holo-decoys and potentially remove whatever apparent need there is now to have armor abilities (thus freeing 343 to do something else with that system as well.)
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> There’s a lot of potential in doing something else with ordnance. The worst thing, perhaps, would be to throw it all away and go back to our old, outmoded, schemes.
seems you just wanna play section 8.
CE didn’t have carefully placed spawns, it had a lot of power weapons for what it was because it could afford to, power weapons were de-powered through difficulty of use and a high kill time.
ordnance cannot be fixed because either way you’re snowballing a player no matter what you give albeit an OS, resupply or an AA, it is a random and undeeded addition to the sandbox, there could be better ways of introducing new mechanics in halos MM to liven it up without breaking most of the core mechanics and ideals in the first place.
if things became a bit more scarce then for social MM we could see many mechanics if we got rid of loadouts and ordnance, for instance in reach the jetpack as a pick-up wasn’t too bad, it was scarce and could be monitored.
you don’t need tonnes of this and tonnes of that to be fun, if anything it detracts from the experience because you can’t truly enjoy the mechanics because theres so much being thrown at you.
if it was layed out correctly there could be a variety of different pick-ups, weapons, special nades, powerups, equipment/AAs and potential for more VARIETY, variety is what halo needs again, halo needs to make change, halo needs to evolve and be ambitious, but it can’t wipe away the core game in the process, otherwise what makes it halo?.