Yeah, these should return to more maps in the future. Things like the button on Vertigo that does the EMP thing. They were in past Halo games, and it made them amazing.
Here are some Examples:
The Train on terminal that ran people over
The Gate on High Ground That defended the base.
The Button on Relic that opened the Teleporter
The Bridge that could be lowered on Zanzibar/ Last Resort
The Radio antenna that could be used a bridge on Turf.
The Falling Stalagmites on the cave in waterworks.
The mines that popped out the ground on SandTrap.
The moving satellite thing on asention.
The blast doors on Orbital that could be opened and closed.
These made past Halo Games amazing. They should Return.
If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
> > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
>
> Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
> > > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> >
> > Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
>
> But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
It added interest in the game and some good tactics with the gate on High ground. They could make it require some skill to use it though if you wish.
> > > > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> > >
> > > Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
> >
> > But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
>
> It added interest in the game and some good tactics with the gate on High ground. They could make it require some skill to use it though if you wish.
oh lordy no! The gates on high ground and zanzibar are two that were important secondary objectives. I wasn’t talking about those. I’m just saying that Zanzibar with the bridge down at load and turf with the antenna already fallen over would play exactly the way they do with them up at spawn.
> > > > > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> > > >
> > > > Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
> > >
> > > But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
> >
> > It added interest in the game and some good tactics with the gate on High ground. They could make it require some skill to use it though if you wish.
>
> oh lordy no! The gates on high ground and zanzibar are two that were important secondary objectives. I wasn’t talking about those. I’m just saying that Zanzibar with the bridge down at load and turf with the antenna already fallen over would play exactly the way they do with them up at spawn.
Still makes it a bit more fun and it can lead to some funny kills/ base ambushes.
> > > > > > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> > > > >
> > > > > Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
> > > >
> > > > But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
> > >
> > > It added interest in the game and some good tactics with the gate on High ground. They could make it require some skill to use it though if you wish.
> >
> > oh lordy no! The gates on high ground and zanzibar are two that were important secondary objectives. I wasn’t talking about those. I’m just saying that Zanzibar with the bridge down at load and turf with the antenna already fallen over would play exactly the way they do with them up at spawn.
>
> Still makes it a bit more fun and it can lead to some funny kills/ base ambushes.
Then by all means include it. But it hardly defined Halo 2 or was “what made it amazing.”
> > > > > > > If they don’t do anything that amounts to a meaningful game play decision or objective, then it isn’t much more than flavor. Flavor isn’t bad by any stretch. I’m just saying something like the bridge on zanzibar… you would drop it once at the beginning of hte match and then be done with it. The antenna on turf was the same deal.
> > > > > >
> > > > > > Yeah, but they opened up Passages ways that improved gameplay. Like the Zanzibar bridge was a safer route in CTF.
> > > > >
> > > > > But the interactive aspect of it was worthless. Dropping the bridge wasn’t something that was hard to do and there was no risk versus reward type of weighing the benefits. The only real reason to have the interactive part of it there was for flavor and if it somehow balanced the opening power weapon distribution.
> > > >
> > > > It added interest in the game and some good tactics with the gate on High ground. They could make it require some skill to use it though if you wish.
> > >
> > > oh lordy no! The gates on high ground and zanzibar are two that were important secondary objectives. I wasn’t talking about those. I’m just saying that Zanzibar with the bridge down at load and turf with the antenna already fallen over would play exactly the way they do with them up at spawn.
> >
> > Still makes it a bit more fun and it can lead to some funny kills/ base ambushes.
>
> Then by all means include it. But it hardly defined Halo 2 or was “what made it amazing.”
True it did not but, the little things make the game fun.
Agreed. I was just disagreeing with the assertion at the end of the original post. I wouldn’t mind seeing them come back. I just don’t want them to come back when they don’t represent either
a) a fun meaningful decision or
b) a fun meaningless action
Meaningful actions that fall short of being actual decisions often are not fun. Like IF the emp burst on the new map were something that you just automatically use any time it is available, then it either ends up being important enough to be game breaking or unimportant enough that you might as well have not included it. The actual impact of your judgement is what makes it fun.
> If they made gates that could be closed and opened that would be cool.
>
> I can recall countless times when I tried to close the gates on High Ground. Open and close gates could add some level of strategy.
Yes! Definitely! Make it so that we could close doors and the like again.
> Agreed. I was just disagreeing with the assertion at the end of the original post. I wouldn’t mind seeing them come back. I just don’t want them to come back when they don’t represent either
>
> a) a fun meaningful decision or
> b) a fun meaningless action
>
> Meaningful actions that fall short of being actual decisions often are not fun. Like IF the emp burst on the new map were something that you just automatically use any time it is available, then it either ends up being important enough to be game breaking or unimportant enough that you might as well have not included it. The actual impact of your judgement is what makes it fun.
Their should be more offensive ones like what we’re getting with Vertigo. They could add a turret on some maps that goes to the team that activates it and becomes neutral again when it’s destroyed.
> > Turn the Zanzibar bridge into a hard light bridge that can be turned on and off…
> >
> > Now you’re on to something.
>
> Doesnt fit the map theme though. The could make it retractable though.
You could do a remake of the map that was derelict forerunner machinery instead of abandoned human ruins. Would work fine thematically.