Is it entirely detrimental? I don’t think so. I just Reach does it entirely wrong.
What are the problems that jetpacks create? Well, here’s my opinion: In Reach, the ‘default’ option someone picks is Sprint. With Jetpack as a load-out, a player has to sacrifice their default choice to pick something entirely different. This simply creates an unpredictable factor - you can never know if someone is going to choose jetpack, and therefore your strategy that you create is based off of a guess. You can either choose to develop a strategy that could potentially ward off jetpack users or you could choose one that doesn’t attempt to do that and instead is based off of fighting “default users” (people who chose sprint). If you choose the former strategy, you are putting yourself at a disadvantage if they don’t choose jetpack; if you choose the latter, you’re putting yourself at a disadvantage if they do choose the jetpack. Again, it’s a guessing game.
In short, the jetpack - as it currently is implemented in default Reach - dumbs down strategies that a team can make because it creates a game of guessing.
MLG solves this problem by eliminating the choice to simply spawn with a jetpack and places jetpacks on the map in a similar fashion to power weapons. However, a lot of the time the jetpack really isn’t that beneficial to pick up in MLG. It’s a little ‘spice’ added to the gameplay, but it isn’t really anything new.
What if the jetpack could be improved and made more widely available without hampering the competitive flow of the game? Well, I think this is possible and could improve the game in many ways.
Firstly, the game would need a stamina bar. This stamina bar would be drained and recovered in a similar fashion to the armor ability circle in Reach. The core difference is that it isn’t designated to one specific funtion. Two of the functions that could drain this bar would be jetpacking and sprinting. Here is my proposal that might be a little controversial: The jetpack should be a basic, all-time function mapped to a specific button, similar to sprint. That way, all strategies would be justified in considering jetpacks because all opponents would always have a jetpack, as well as sprint. (Also note that I’m just using the term ‘jetpack’ because I don’t have anything else to call it. You could refer to it as a “thruster” like in the Halo 4 trailer.)
Think about it. As a basic function, it wouldn’t be fair to say it breaks map control - that’d be comparable to saying that jumping (also a basic function) breaks map control by allowing users to take shortcuts.
Also note that I do not prefer the physics associated with the Reach jetpack and I’d hope they’d be less clunky in Halo 4 (assuming it has a “jetpack.”)
This is just a thought. How do you feel about this?