Now this may have already been thought of, but I think it would be a great idea if they make armour abilities, work by giving them a fuel meter/energy meter, so if say you have a jetpack it will have an energy meter just like H4 and Reach but a bit more energy, but instead of it recharging the meter just goes down and when its empty your spartan drops it and then you cant use an armour ability until you find a new armour ability or the same one to replenish its meter.
I think this will work best in loadouts (if they remain and they remove perks) and then other equipments on the map or it could also work halo 3 style and you spawn with no armour ability until you find one, but instead of once activated you have to use until its ran out, you can switch on and off until the meter runs out but the meter cannot recharge
> Now this may have already been thought of, but I think it would be a great idea if they make armour abilities, work by giving them a fuel meter/energy meter, so if say you have a jetpack it will have an energy meter just like H4 and Reach but a bit more energy, <mark>but instead of it recharging the meter just goes down and when its empty your spartan drops it and then you cant use an armour ability until you find a new armour ability or the same one to replenish its meter.</mark>
>
> I think this will work best in loadouts (if they remain and they remove perks) and then other equipments on the map or it could also work halo 3 style and you spawn with no armour ability until you find one, but instead of once activated you have to use until its ran out, you can switch on and off until the meter runs out but the meter cannot recharge
I actually like that idea. That way armor abilities aren’t so OP, as they are in 4. Plus, it would teach people to use their armor abilities wisely, if they don’t want to waste them.
> > Now this may have already been thought of, but I think it would be a great idea if they make armour abilities, work by giving them a fuel meter/energy meter, so if say you have a jetpack it will have an energy meter just like H4 and Reach but a bit more energy, <mark>but instead of it recharging the meter just goes down and when its empty your spartan drops it and then you cant use an armour ability until you find a new armour ability or the same one to replenish its meter.</mark>
> >
> > I think this will work best in loadouts (if they remain and they remove perks) and then other equipments on the map or it could also work halo 3 style and you spawn with no armour ability until you find one, but instead of once activated you have to use until its ran out, you can switch on and off until the meter runs out but the meter cannot recharge
>
> I actually like that idea. That way armor abilities aren’t so OP, as they are in 4. Plus, it would teach people to use their armor abilities wisely, if they don’t want to waste them.
I saw another thread suggesting something similar, suggesting that AAs can only be used once per spawn. Only problem I see with that is people might be more inclined to die more.
There are a myriad of ways to tweak the way AA’s work off spawn. NONE will satisfy those who want equal starts.
If the AA’s are map pickups then I personally don’t see what difference it makes to the big picture how they work - OP’s suggestion could be just fine as could the present meter system.
I personally believe that AAs should be treated like power weapons and equipment, limited use, and spawn on map, granted most people will still have the “WHOLY -Yoink- I -Yoinking!- HATE AAS! THEY RUIN THE GAME!” with blind hate just because the only example of AAs they’ve had was Halo Reach, and Halo 4, and because of those very poorly done AAs, the sure thought of AAs makes their eyes roll into their heads and act as if you just gave them a bag of mud for lunch.
But everyone loved equipment and I honestly believe that had AAs was equipment-esk when they was first added, more people would love them.
> I personally believe that AAs should be treated like power weapons and equipment, limited use, and spawn on map
Limited use is an appropriate balance for power weapons because they directly increase offensive capabilities. It would not work well for AAs because they are only additional abilities, which are not as impacting on the game.
Some AAs, such as Active Camouflage or Promethean Vision, would probably work better if they were timed use, or in other words, power-ups.
> > I personally believe that AAs should be treated like power weapons and equipment, limited use, and spawn on map
>
> Limited use is an appropriate balance for power weapons because they directly increase offensive capabilities. It would not work well for AAs because they are only additional abilities, which are not as impacting on the game.
>
> Some AAs, such as Active Camouflage or Promethean Vision, would probably work better if they were timed use, or in other words, power-ups.
Yes, and others could have other limitations, IE the sentery and Hard Light shield could be ammo based, where you can use them so many times and then you’re out, and you have to grab them again.
My point is that most of the time, people hate AAs cause they’re a random factor that can be used an unlimited amount of times. Random factor can be fixed by placing them on maps in select locations on the map, and select AAs on Select maps thus players can easily say “these AAs are these maps, and these AAs are on these maps.” All players have equal chances of getting the AAs, and all players are able to use them. As for the Unlimited amount of use, take away the unlimited part, and make them limited, such as use limits, or total amount of time they can be used before they have to be reequipped. There’s two major problems solved.
Dislike the idea, OP.
All it means is that, like a handicap, after you’ve killed somebody, they’ll come back stronger/more capable than you and probably get revenge successfully 9 times out of 10. Seesaw effect.
Dodging, Blocking, Fleeing, and Healing all fulfill the same role of mitigating damage, just in different forms. I don’t believe this aspect alone really justifies their removal.
These abilities all have arguably undesirable effects on the game itself however (i.e. slowing down the game), which actually would be a valid reason to remove them from spawn. Limiting their use doesn’t remove these undesirable effects, but removing them completely does.