How this Mechanic would work and remain Balanced in the Sandbox:
Activation: Players would “Hold” the Vision Pulse Button, which displays a selection wheel and you are able to select vision modes
Implementation in Sandbox: This feature would be first implemented in an Experimental Sandbox Test Playlist, first available to Halo Insiders and then for Public Playlists if determined to be a game mechanic that works well
Cool down: Use of these modes has a limited time frame and Cool down like Equipment, not usable as same time as Flashlight.
Usage: Players cannot use weapon and Equipment while using NVG and Thermal but can switch quickly, preventing it from being overpowered, using NVG displays slight green Infared light visible to Thermal and Thermal has slight red glow visible to NVG
Counters: New Vision Modes are counterable by new equipment and drawbacks
VISR NIGHT VISION MODE
– NVG would work similar to ODST and allow players an easier time to see in low light conditions, with slight Player outlines being visible, but with limited range to avoid it being overpowered
— NVG would be Balanced by displaying an Infared Flashlight Glow similar to “glint” that is ONLY visible to players using Thermal Vision, making NVG vulnerable and having a “Counter”. This Infared light Glint would Only Be visible to Thermal Vision, not players in default VISR mode
— NVG has a limited “Battery” and cool down and cannot be used at same time as Flashlight, with cool down being similar in function to Equipment
VISR THERMAL MODE ( Replacement for Promethean Vision )
– Thermal would Slightly Enhance player outlines with Infared Color against the background up to a certain distance BUT does not indicate friend or Foe to balance it out, and it allows the ability to see sniper/scope glint, glow of equipment on a players arm, and a SLIGHT ( faint ) trail left by Spartans and vehicles
– Addition of Thermal and NVG would remove ability of players to see Sniper/Scope glint in Regular Vision mode, making it ONLY visible to players using NVG and Thermal to make Glint less determental to Precision weapon players
– Thermal would make players using Active Camo SLIGHTLY easier to see, from a limited distance
Counter Balance: FLASH ORB
– Vision Modes like NVG and Thermal would be countered by the Reintroduction of a new version of the Flash Orb equipment from Halo 3, with it causing a Blindinf/Vision distorting effect that temporarily scrambles Players using Visor Functions if they are looking in the direction AND with a more powerful effect if their are in the “Radius” of the Flash Orb, this effect is less pronounced in Standard Vision mode
– Flash Orb Visual Effect The new flash Orb would have an effect similar to a combination of Flash, Smoke and Chaff which affects vision modes, line of sight with a light smoke-like effect and floating Nano-Chaff particles ( slight sparkle effect ), being a multipurpose tool that obsures vision, blinds sensors AND scrambles radar/Vision if the player is within the radius
– This equipment brings back BOTH the Flash Orb mechanic from Halo 3 AND the Sensor Scramble caused by the Active Camo from Previous Halos.
- Flash Orb’s “Smoke-like” effect causes players with Active Camo to be visible in that players can see the Active Camo outline as a distortion/shadow against the background of the smoke"
– Note: Sandbox test Playlist can determine if the Flash Orb works better as EQUIPMENT or a new Grenade type
SUMMARY:
Glint Balance: These new vision modes will make Glint more fair to both players, as it would only be visible by enhanced vision modes, and enhanced vision modes are active players cannot operate weapon to “Spam” Precision weapons with spray fire to descope them
Counter to Active Camo: With Active Camo being quite strong and very difficult to see, Thermal allows player to see it slightly better, albeit without indication if the player using Camo is friend or foe while in vision mode
Teamwork: Encourages better teamwork and use of VISR function: Having multiple reasons to use ViSR Vision mode functions enhances tactical depth, teamwork and creates incentive to use the functions for players to communicate visuals to other players
Map and Player Visibility: Helps Players with ability to see on darker maps, which maps Night-time maps for Viable and reduces excessive camping at the cost of switching to a different ViSR mode, during which time players are vulnerable as they cannot use their weapons when secondary Vision mode is active
Vision Modes Mitigate low radar Range: Allows players to have better forward vision to help mitigate lack of awareness due to low Radar Range.
Flash Orb Counter: Makes use of vision modes counterable and not overpowered
Conclusion:
These attributes and features can be adjusted to be properly balanced and add depth to gameplay, returns legacy Vision modes in a new mechanic and encourages teamwork through visual communication