How to have your cake and eat it too?

I know that Perks are not loved.

The disdain for Perks comes from the fact that they alter base player traits, remove features that were standard from previous games, and makes people unequal off spawn. That and some of the more notorious perks from CoD have given perks a stigma, perhaps rightfully deserved, of being passive and automatic IWIN buttons. They are tolerated in H4 because the vast majority of them by and large are so anemic that their changes on gameplay are nearly imperceivable.

I see a chance to kill two birds with one stone.

We keep perks. But here’s the catch though.

None of your perks are enabled directly off spawn. When you spawn, all of your perks are disabled. You are the same as everyone else. To enable them you have to grab a secondary power source, a pick up placed on the map, to power your perks. This source drains over time and will eventually deplete. This keeps the equal(ish depending) starts off spawn that people want and creates an alternative “weapon” to control on the map.

To represent their change from spawnable passive to map pickup we ramp up their effects and/or allow up to four to be slotted to your armor so that they have a dramatic and noticeable impact on the battlefield. Examples: Dexterity provides near instant weapon swaps to secondary, and faster reloads than currently provided, Mobility provides not only unlimited Sprint but faster Sprint as well and so on. And in addition they are all linked to the major pieces of armor; head, torso, arms, legs. With perks being appropriately arranged: Dexterity to arms, Mobility to legs, etc.

I know that it doesn’t completely fix everything since what perks a player has are still unknown and merely knowing that they have their perks activated doesn’t help in this regard. But the only way I can see to address this problem in particular would be to completely remove player choice from the matter and place down specific perk bundles (agility perk bundle, stealth perk bundle, etc) based on the map.

I like your thinking but it would help to spawn trap teams with them having to play against very difficult circumstances. But with the time restriction on it, it may prevent this but even then they own most the map so its not like they have to fight over it at that point

Perks DO NOT belong in Halo, and your idea makes perks worse by giving you four of them. It’s best to just COMPLETELY remove them, seeing as they go completely against the equal starts of Halo. Instead of restricting basic options, like picking up grenades, just have them as base abilities.

> I’m sorry, but I thought this was the Halo forums.
>
> Perks DO NOT belong in Halo, and your idea makes perks worse by giving you four of them. It’s best to just COMPLETELY remove them, seeing as they go completely against the equal starts of Halo. Instead of restricting basic options, like picking up grenades, just have them as base abilities.

Though I agree with your point about it over complicating things, your first comment was unessacary. Without inspiration from other games we wouldn’t have invasion which is beloved and based of battlefield’s rush

> Perks DO NOT belong in Halo,

Why?

> seeing as they go completely against the equal starts of Halo.

Did you read the OP?

I’m proposing a way to keep perks and keep equal starts.

This would, in a way work, but in some ways it may not…

It would not work because it would make for the player literally being a power weapon and with maybe super-speed it can spawn camp, however it can be remedied with time constraints . It would also lead to less need of controlling map positions the entire time to win.

It would work as it would lead to faster kill time, a tiny bit more map control encouragement, and the power source could essentially be a power weapon. The mobility would give faster movement, dexterity would give it the" Han shot first" impression(with good aim).

Compromise: Maybe either all players have the same abilities, or they are limited once again to 1 per person, or there will be a massive time constraint. Or like you suggested, bundles being available on map only.

Overall it depends on how it is made, but the idea itself could use more explaining on why this is like so or blah, blah, blah!

Nice idea!

> Without inspiration from other games we wouldn’t have invasion which is beloved and based of battlefield’s rush[/color]

Invasion is one gametype.
Halo 4 is based entirely off of other games.

Getting back on topic, we could just remove perks and add powerups that function similarly to perks instead. If you’re going to have perks function as a map-pickup you might as well just go all the way and make full fledged power ups.

One thing I thought Halo 4 did right was adding damage boost and speed boost alongside of overshield. The game could always use more powerups.

I just don’t think Halo is made for custom things like this.

Halo isn’t made to be like Call of Duty. Halo has always been about map and weapon control. Advantages like Overshield, Camo and other things have always been on the map and that’s how they really should be IMO.

You start off with basic weaponry and work as a team or as an individual to gain power. I know want people mean about taking the game forward, but there’s taking the game forward and then changing the game dramatically. Having too many big maps plus DMR’s and ordinances and perks just ruins the feel of the game.

> Halo isn’t made to be like Call of Duty. Halo has always been about map and weapon control.

‘______________________’

I’m going to edit my OP.

I’m asking that perks be placed on the map and increased in power to represent their new status as a map pickup.

No “the cake Is a lie” jokes in here referring to the title of this thread? You all disappointed me.

jokes aside, I would prefer perks not returning in Halo X1 or Halo 5 or what ever you call it, since perks, in Halo 4, were nothing more than removed features that were in the previous games (grenade pickup, faster shield recharge etc…) turned into perks.

My only problem with perks is how Campaign just copy and pasted from MP.

Not being able to pick up dropped grenades from killed Co-op partners, having a grenade count of 2 (in contrast to the 4 grenade count seen in the E3 2012 demo), or having a Rocket launcher with max ammo of 4 instead of 6 is disappointing.

For Campaign, remove the limitations imposed in MP by perks. With the exception of limited Sprint and a few others (like being slowed down when shot).

Particularly, I’d be thrilled if 343i released a TU that decreased the long waiting time for Chief’s shield to recharge. It’s like they’ve been planning on implementing the Recharge perk as late as possible, even though that’s probably not the case.

Am I really the only one that calls Armor mods by their real name?

Anyways the OP presents an interesting idea but I’m no genius when it comes to game balance like this. To be honest the current system isn’t causing me any issues.

> Am I really the only one that calls Armor mods by their real name?
>
> Anyways the OP presents an interesting idea but I’m no genius when it comes to game balance like this. To be honest the current system isn’t causing me any issues.

We all call them perks since thats the general social term for them in the gaming industry. Although the effects of perks arent all hugely game changing like in COD etc. it still causes game change with imbalanced spawns and game features being removed for the sake of adding them in. Resupply is a perfect example which can be used as an excuse to limit grenade spam but it doesnt work with the perk that gives more grenades (its name escapes me) when it could of been solved with limiting players to one grenade off spawn.

> I would prefer perks not returning in Halo X1 or Halo 5 or what ever you call it, since perks, in Halo 4, were nothing more than removed features that were in the previous games (grenade pickup, faster shield recharge etc…) turned into perks.

There are issues with some of the perks; and some of them, not all of them, taking away features and stats from previous games (like you said: grenade pickup.) That’s a separate issue from perks as a concept as it’s perks being done badly.

> Getting back on topic, we could just remove perks and add powerups that function similarly to perks instead.

I had thought of that (ala the really small +5 armor pickups from Quake and the like) but I thought it might lead to too much map clutter.

> If you’re going to have perks function as a map-pickup you might as well just go all the way and make full fledged power ups.
>
> One thing I thought Halo 4 did right was adding damage boost and speed boost alongside of overshield. The game could always use more powerups.

That is in essence what I’m asking for.

It’s basically a light version of the power ups that we currently know and that this power up be customizable by the player. Instead of getting a standard OS, Camo, DB, or SB, you choose how you want this power up to affect you.

I know that there are problems with doing it like that since you can’t tell perk setup a person is running just by looking at them but I’m hoping that people might be more tolerant.

Barring that, the only other setup I can think of is that the perks are dictated by the map designer and when the player picks up the power up, they get the preset perk bonuses.

> It would not work because it would make for the player literally being a power weapon and with maybe super-speed it can spawn camp, however it can be remedied with time constraints . It would also lead to less need of controlling map positions the entire time to win.

I’m not sure I follow.