This is addressing one of REACH’s biggest flaws: Vehicles.
To me, one of the most disappointing aspects of REACH was the redundancy of the vehicles. Everything about them from their absolute weakness to every weapon in the game to their individual “invisible” health bars annoyed me. Not only were they useless on a big battlefield against a small team of organised marksmen, they were also dominated by SURP RISE HARMAR LOCKHERS!
It made them extremely inefficient and it was sad for me to see that, especially in a game franchise that gave you the advantage out in the open field when you were in a vehicle. This is not to mention the complete lack of Valhalla/Sidewinder/Bloodgulch maps in the game, but that is a different story.
Firstly I’d like to state what was wrong with vehicles in Reach:
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They were extremely weak, they’d go down against a small organised team of marksmen in a very short amount of time, earning players easy kills or double to triple kills in the case of worthogs.
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The vehicles had their own individual health bar, separate from the passengers and drivers of the vehicle; your only indication as to how much your vehicle is suffering is shown through aesthetic cues.
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By the time you start thinking of jumping out of the sinking ship that is a reach vehicle, your either too late or too high either suffering fatal damage from the explosion that follows your ejection or plummeting to your death our of a falcon.
In my opinion, Halo 2 and 3 had it perfect. The vehicles weren’t indestructible, but at least you had a sense as to how much damage the vehicle could take. Yes they did have an invisible health bar much like Reach does, but it doesn’t come into play when there a players seated in the vehicle, in fact the vehicle will remain in tact even if it looks like it’s on the brink of falling apart; so long as there is a player in the vehicle alive.
What was right about Halo 2-3’s vehicle system:
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Players had a strong sense of the vehicles health, because in essence, your health was the vehicles health; so long as life exists in the vehicle, the vehicle exists to serve life.
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The vehicle could still be destroyed; fatal damage inflicted on all passengers in the vehicle was a cause for destruction, either through Spartan Laser, Missle Pod or Rocket launcher.
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They were useful and reliable in the heat of the battle; you could stand off a defensive position without worrying about whether or not you are going to die via the silly individual vehicle health meter; watch your shields and your gun b k.
This was the perfect way to give players a sense of how much damage a vehicle can take and it worked flawlessly. I remember many times where my driver would die from a rocket and I would take an amazing amount of damage, but for whatever reason I would survive (maybe the rocket didn’t make direct contact) because the vehicle was depending on my life in order to not be destroyed.
What relevance does all this have to Halo 4?
Well you see, if they use Halo Reach’s vehicle system; 343 is going to be shooting themselves in the foot. Vehicular combat was virtually non existent in Reach and I truly believe that Halo 3’s system is the best to be applied to Halo 4, or at least some system that is akin to that of Halo 3’s.
Hopefully 343 uses this system, I will thank them for noticing something that has gotten relatively no attention despite it being one of the biggest game-breakers in Halo Reach.
Thank you for your time.