Instant respawning will slow the game down

Halo at it’s core is an arena style, respawn based game with weapon pick ups.

That is halo.

What this means is the flow of the game often works in a logical way with map movement and flow depending hugely on weapon placement and man advantages that are caused by respawn timers.

For instance if red kills two blue red now has a 4 v 2 player advantage for 5ish seconds. This is when they can push and flow and map movement happens because of this.

With instant respawn timers it will always be 4v4(actually a team that wins battles with technically be down men as their shields charge.) because of this teams will not be able to make effective pushes, map flow will stagnate and game speed will lower.

That is in objective types, which are confirmed to not have instant re-spawn. IR will be in team slayer for example, where they will boost the pace of the game significantly, especially in VTDM maps.

> That is in objective types

No, that is in every team based gametype.

Objective needs longer repawns than slayer, but slayer still needs it.

I hated the idea of Instant respawn, But I came to realise that the best FPS of all time, and the king of Arena shooters, Unreal Tournament, had instant respawns, and it did not slow the game down.

Capture the flag and Domination worked like a charm in Unreal.

Instant spawn is a nice option, but it needs to be limited to an option in custom games, as well as FFA.

> I hated the idea of Instant respawn, But I came to realise that the best FPS of all time, and the king of Arena shooters, Unreal Tournament, had instant respawns, and it did not slow the game down.
>
> Capture the flag and Domination worked like a charm in Unreal.

Unreal was A LOT more hectic by nature than Halo is and it didn’t regening health.

> > I hated the idea of Instant respawn, But I came to realise that the best FPS of all time, and the king of Arena shooters, Unreal Tournament, had instant respawns, and it did not slow the game down.
> >
> > Capture the flag and Domination worked like a charm in Unreal.
>
> Unreal was A LOT more hectic by nature than Halo is and it didn’t regening health.

Exactly my point, meaning if it can work in a game where you can be killed easily in hectic fights, then it should work in a game where you can regenerate after killing a player.

> > That is in objective types
>
> <mark>No, that is in every team based gametype.</mark>
>
> Objective needs longer repawns than slayer, but slayer still needs it.

Is it? Is it really?

Instant respawns ruin any kind of coordination that is being held by the winning team(s).

> Instant respawns ruin any kind of coordination that is being held by the winning team(s).

Did you not play Unreal? That game took ALOT more skill than Halo has ever done, and it worked perfectly in Unreal Tournament.

> Instant respawns ruin any kind of coordination that is being held by the winning team(s).

Yes. It’s going to make every Slayer match an uncoordinated frenzy of grenades and melees.

> > > I hated the idea of Instant respawn, But I came to realise that the best FPS of all time, and the king of Arena shooters, Unreal Tournament, had instant respawns, and it did not slow the game down.
> > >
> > > Capture the flag and Domination worked like a charm in Unreal.
> >
> > Unreal was A LOT more hectic by nature than Halo is and it didn’t regening health.
>
> Exactly my point, meaning if it can work in a game where you can be killed easily in hectic fights, then it should work in a game where you can regenerate after killing a player.

Well, no because map movement in unreal is based a lot less on the structure of the map and players. Everyone is just kind of everywhere. The game isn’t based a lot on team shooting and team movement. It’s more individual.

> > Instant respawns ruin any kind of coordination that is being held by the winning team(s).
>
> Did you not play Unreal? That game took ALOT more skill than Halo has ever done, and it worked perfectly in Unreal Tournament.

That is UT. This is Halo! Two completely different games. Stop applying logic from other games into Halo.

> > Instant respawns ruin any kind of coordination that is being held by the winning team(s).
>
> Yes. It’s going to make every Slayer match an uncoordinated frenzy of grenades and melees.

Quit exaggerating.