So I’ve noticed many halo fans have come to a crossroads regarding personal ordnance. There are those who like it and those who dont. Well let’s try to find a solution that will satisfy both parties.
Here’s my idea. Each loadout has three different ordnance options associated with it chose by the player. Different weapons and power ups have different point totals needed before being offered by the infinity. Let’s say I chose a needler, needing 40 points, a shotgun, needing 80 and a rocket launcher needing 150.
As I’m playing and hit 40 points the ordnance message pops up, but with only the needler highlighted. Now I can call in the needler, or continue to 80 points in order to unlock the shotgun, or go all the way to the rocket launcher at 150. If I reach 60 points and change my mind for a needler, 40 points is taken form my balance and I’m left with 20.
With this system there is no randomness, players know exactly what to expect. I also like how it would add more strategy to POD’s as players carefully consider and chose their options. ordnance priority can lower the point costs of each option and requisition would need to be reworked a bit.
Now I know cod uses a similar system but before anyone gets all up in arms about cod let’s just forget about cod for a moment. Would this be better? I think so. How about you? I’d be glad to hear other ideas regarding ordnance.
In seriousness, this kind of system would be a great substitute for the Infinity PO system. But for even less randomness, they could have each map have a unique set of weapon drops. I don’t want it to be based on the loadout chosen and I don’t want it to be limited to only three choices. Game changers need to cost a lot.
Sounds interesting. But how would players on the opposite team plan around this? How would they know what to expect?
Also even though this sounds great it still has one issue for me atleast. It lacks variety. I like POD cause i can see things like the grav hammer more often. Another thing to consider is not many people are comfortable with the rich get richer concept.
I’d like to see an updated version of Invasion Slayer from reach, which incorporates ODs to deliver weapons after capturing hills, rather than just spawning them in the middle.
Wait…
I could make this… maybe
One site extraction, with ODs earned after a successful extraction. Dude, I’m a genius!
OP, although your proposed solution isn’t technically random, since there’s no way any other players could know what any other players would be getting in their PO, it would seem just as random and wouldn’t really fix anything.
The problem I have with anything having to do with customizable loadouts is that it takes strategy out of the in-game gameplay and puts it into the pre-game setup. Instead of fighting other players for an advantage, everyone starts with their own advantages and the team with the best advantages or most appropriate applications of those advantages wins. It’s the difference between true martial arts, where both combatants are attacking and counter-attacking each other based on their abilities to act and react, and scripted martial arts, where each combatant knows what he is going to do beforehand and performs that action regardless of what the other guy does. The first is actually useful; the second just looks cool.
> One site extraction, with ODs earned after a successful extraction. Dude, I’m a genius!
I like it, but I think there should be an indicator for both teams showing how many points each player has. Maybe on the left side of the HUD. That way the opponents and teammates would truly be able to plan for what will happen.
i think this would be an awesome idea. this would also encourage people to check scores. frankly im not sure why people here seem to want to rule it out based on thee fact it cant be planned for. in no situation should you know everything. some plannable randomness adds flexibility to a game. similar to the Armor abilities.
> So I’ve noticed many halo fans have come to a crossroads regarding personal ordnance. There are those who like it and those who dont. Well let’s try to find a solution that will satisfy both parties.
>
> Here’s my idea. Each loadout has three different ordnance options associated with it chose by the player. Different weapons and power ups have different point totals needed before being offered by the infinity. Let’s say I chose a needler, needing 40 points, a shotgun, needing 80 and a rocket launcher needing 150.
>
> As I’m playing and hit 40 points the ordnance message pops up, but with only the needler highlighted. Now I can call in the needler, or continue to 80 points in order to unlock the shotgun, or go all the way to the rocket launcher at 150. If I reach 60 points and change my mind for a needler, 40 points is taken form my balance and I’m left with 20.
>
> With this system there is no randomness, players know exactly what to expect. I also like how it would add more strategy to POD’s as players carefully consider and chose their options. ordnance priority can lower the point costs of each option and requisition would need to be reworked a bit.
>
> Now I know cod uses a similar system but before anyone gets all up in arms about cod let’s just forget about cod for a moment. Would this be better? I think so. How about you? I’d be glad to hear other ideas regarding ordnance.
Take away the part where the ordnance is selected beforehand by the individual, and you might be on to something here. A few months back, someone suggested that ordnance should be tiered. This would eliminate some of the unpredictability that PO brought in. I would do it something like this…
If it were set up like this then you could look at the score board and have an idea what to expect. Any of the more powerfull weapons should have to be fought over on the map. This way, I still wouldn’t have liked ordnance, but I could have accepted it.
> I like Counterstrike.
>
>
> In seriousness, this kind of system would be a great substitute for the Infinity PO system. But for even less randomness, they could have each map have a unique set of weapon drops. I don’t want it to be based on the loadout chosen and I don’t want it to be limited to only three choices. Game changers need to cost a lot.
There is the issue of variety only having three options I agree with that. But its only a game to game thing as players can switch up their options whenever they like. not that big of a deal. Another advantage of it is letting players create an effective ordnance package for the map. I would likely want to include a sniper and a spartan laser for a game on ragnarok for instance, but maybe not on abandoned.
Well I hate personal Ordnance and your solution is much better. Still prefer it to be gone.
Ordnance is far to easy to get. I should not be able to call down 3-4 power weapons in a match especially when it leads to even more power weapons. If anything I should get no more than 1. The point requirements are far to low. 150 points can be earned in a matter of seconds, hence why I don’t like the PO.
> I’d like to see an updated version of Invasion Slayer from reach, which incorporates ODs to deliver weapons after capturing hills, rather than just spawning them in the middle.
>
>
>
> Wait…
>
>
> I could make this… maybe
>
>
> One site extraction, with ODs earned after a successful extraction. Dude, I’m a genius!
Good luck. I will tell you it isn’t easy to create a balanced gametype from a default, especially when you are trying to bring back a classic. It requires time, testing, patience, and equilibrium between the map and gametype.
I think the idea of having map default ordinance drops will make things more even compared to the POD system in place already. Also raising the requirement for these drops will make kill/assist/combat skill medals worth striving for just to get points enough to get drops.
And if you want any ordinance masteries, then I suggest doing action sack.
No.
This would eliminate weapon variety that PO has introduced.
Which is one of the reasons it was implemented into Halo 4.
This is because everyone would just pick the most powerful weapons for that map.
And there’s nothing stopping any player, despite his skill, from acquiring such powerful weapons.
All it takes is a bunch of assists.
In this sense, it’s worse than PO in it’s current state.
Now, if your PO meter reset after death, like for CoD Killstreaks, this idea of yours would certainly improve PO.
I would prefer this over the randomized tier system.
However, I still believe PO should only supply players with Loadout Weapons, Grenades, and AA.
Which would help them to approach their current situation in a more practical, AND NON-GAME BREAKING, way.
> No.
> This would eliminate weapon variety that PO has introduced.
> Which is one of the reasons it was implemented into Halo 4.
> This is because everyone would just pick the most powerful weapons for that map.
> And there’s nothing stopping any player, despite his skill, from acquiring such powerful weapons.
> All it takes is a bunch of assists.
> In this sense, it’s worse than PO in it’s current state.
> Now, if your PO meter reset after death, like for CoD Killstreaks, this idea of yours would certainly improve PO.
>
> I would prefer this over the randomized tier system.
> However, I still believe PO should only supply players with Loadout Weapons, Grenades, and AA.
> Which would help them to approach their current situation in a more practical, AND NON-GAME BREAKING, way.
again, then there would be no point at all to an ordnance if you can simply spawn with whatever it has to offer. and if points were to disappear upon death then it is highly unlikely you would ever be able to obtain the higher priced power weapons like a rocket launcher assuming you are fighting people roughly equal to you in skill and not just stomping noobs.
Play Team Slayer if you’re tired of Personal Ordnance.
OT: This is actually a great solution to some of the problems with Ordnance, it adds more strategy and though and I’d love to see this come into fruition by 343i.
> again, then there would be no point at all to an ordnance if you can simply spawn with whatever it has to offer.
Agreed. PODs would pretty much become useless.
> and if points were to disappear upon death then it is highly unlikely you would ever be able to obtain the higher priced power weapons like a rocket launcher assuming you are fighting people roughly equal to you in skill and not just stomping noobs.
Also agree. Not only that, but it would also basically give advantages to players who are already doing well so that they can do even better. What’s the point?
Both of these points demonstrate why I think that PODs can’t be “fixed” and are better off being removed altogether.
As a slight adjustment, maybe instead of picking three or so options in a loadout, everyone can press up on the D-Pad to access a radial wheel with five or six options of weapons, grenades and power-ups, either assigned to the gametype/map or whatever.
You could even have the ability to refill your ammunition/grenades to some extent, or be able to buy other bonuses along those lines.
> > again, then there would be no point at all to an ordnance if you can simply spawn with whatever it has to offer.
>
> Agreed. PODs would pretty much become useless.
I have to disagree. There have been many times I wanted to change AA’s, or wanted more grenades. Not to mention that I wouldn’t mind more ammo for the pistol. (without the ammo perk it only holds 3 clips total. That’s 3 kills.)
> As I’m playing and hit 40 points the ordnance message pops up, but with only the needler highlighted. Now I can call in the needler, or continue to 80 points in order to unlock the shotgun, or go all the way to the rocket launcher at 150. If I reach 60 points and change my mind for a needler, 40 points is taken form my balance and I’m left with 20.
The problem with a strict progression system in loadout drops is that it’s pretty much the epitome of imbalance. Do well and you’ll get the tools to do even better with very little being offered to the loosing side to compensate for what may well have been a fluke grenade or some other random event setting a streak in motion. Ie. Any small tip in the scales can be much more easily translated into a colossal swing and in general things just get pretty -Yoink- pretty frequently.
What I would prefer is a new set of ordnance only equipment items and other specialty weapons that provide you with something other than overwhelming firepower superiority (ie. rockets.) Turrets, ammo dumps, sensor beacons, micro-vehicles (think baby ghost or mantis), holo generators, fabricator guns, vehicle obstacles, cover, things that allow you not to press down on your opponents but push out into new strategies to reward you, in a much more interesting way, for good performance. And while you build Halo this way with new equipment, your bread and butter weapons that are the core driving force of multiplayer (snipers, rockets, lasers, ect.) can be left on the map and subject to the balancing force of weapon spawn timers.