> The problem with AAs as map pickups is you’re putting items on the map that have infinite ammo and won’t change hands when dropped. If they had limited charge and could change hands if unused, we know that would work because it was a success in Halo 3.
As a disclaimer, I agree with your points overall and they make sense. For the first point though, there is already a core element in the Halo sandbox which closely fits your discription: vehicles. Vehicles already have infinte ammo and they quite often don’t change hands either because they get usually blown up in order to kill the person using them. Think of a map pick-up Jet Pack as functioning like a vehicle (particularly the Banshee). Instead of getting in a Banshee and flying around bombing people with its (currently OP’d) cannons, you are simply flying around with your own weapons. As a trade-off, you are much more susceptible to damage and your velocity is much slower and your trajectory is 100% predictable. When you die, the jetpack is gone, just like in 90% of cases with the Banshee as well.
So from that perspective, having a pure AA jetpack as a map pickup wouldn’t be that bad, but I still agree with you anyway that having a finite amount of fuel in it and being retreivable from the dead foe would definitely be better for the gameplay and would also be more realistic.
> In that regard, the portable grav lift is a much more appropriate item for Halo than the jetpack will ever be.
Both can still have their own niche though and can co-exist within the sandbox without the Jet Pack being strictly better. For example, the Grav Lift could be used to launch ground vehicles and other objects into areas which they otherwise wouldn’t be able to access. Lauching a guass hog up onto a high perch for example could be quite devastating on a well designed map. Additionally, the two could be used in conjunction to achieve an extremely fast and high launch into the air.
> Setting all that aside, I think AAs can work just fine as long as they aren’t too intrusive on gameplay. Some of the current AAs are OK, while some of them (jetpack, camo, Promethean vision) are too intrusive and always will be no matter what they do. I think re-envisioning AAs so that they are more akin to activatable armor mods that can change base-player traits would be much better for complementing Halo gameplay instead of outright changing it.
Yeah, couldn’t agree more. Making them armor mods instead of built-in abilities, which are finite in usage would be the way to go. Even a limited PV that is placed in an open area on a map could be good for the game. The balance of the mods and equipment, like pretty much everything else in the game, are strongly dependent on good map design and their placement within them so some maps obviously wouldn’t have certain mods if they would be deemed broken for them.