Pickups, AA's and Equipment in the same room

Three things along with Tactical and Support Packages that can really change the way Halo is played and viewed. So i thought i will take a shot at finding a way to have them all be in Halo 5 and be balanced.

Tactical and Support Packages aren’t in the title for 2 reasons. One, they wouldn’t fit and two they are demolished with this idea of mine. Instead of having them something people spawn with make them AA’s, Pickups or Equipment.

Of course some tactical and support packages might need to leave the building but others just get sent to a different floor. Such as survivor being an equipment that someone could activate in a vehicle if they fear they are about to die. If they don’t die in the time frame of which they thought they would than it was wasted. This keeps a good balance on those who are great at hiding their laser shots but clamps down on plasma grenade spammers. These pickups will have to be plentiful on the maps just as much as weapons in Halos past. I don’t mean 8 survivor in one area just a variety of pickups that spawn randomly.

Even current pick ups like speed boost can be made in an AA. Like a large burst of speed give to players on demand even while holding turrets. Stalker could be equipment. If you are about to die can you throw a little probe out. Who ever killed you the probe would fly over too until destroyed and give you and possibly your teammates that person location until the bot is destroyed or if the timer goes out. Which should be about 30 seconds and not 5.

IMO this could be a good system with just changing things around instead of just getting rid of them.

How to get AA’s equipment and Pickups all together.

Of course have pickups activate right as a player grabs it. AA’s and Equipment is where it gets a little difficult. I was thinking power wheel for Equipment. AA"s will be mini boosts that players will be able to spawn with. Things that won’t really change how everything works but they will affect 10% of the out come of the game. Minor things like Thruster Pack, Hologram just being able to carry more ammo and supplies. While equipment will range to thing game changes like Regeneration Field, Bubble Shield, and Power Drainer. In other words AA’s will be a boost to the player while equipment is a boost to the team.

There are a few things that could have alternative versions like Camo having a pickup and equipment version same with overshields. Like in Halo 3’s Campaign.

AA’s would also have alts that instead of recharging and are able to be spawned with to being map pick ups with fuel instead. Of course there will be places to refill their fuel but these places will be of danger. Like Fusion Coils, Plasma batteries and Hardlight Canisters. These AA’s are Promethean Vision, Jet Pack and Armor Lock. They are quick boosts that are very powerful but when they are out they can only be recharged with the items listed above.

So do you believe this new system could work or would it fail.

The perks could work if they were implemented into the Ordnance Drop system. The concept would work similar to the Specialist Perk in Call of Duty: Modern Warfare 3, except you could only earn up to three perks at a time, not all of them.

But I agree with you that AA’s should be pickups along with equipment now.

PERKS need to go and never return.

A lot of the Perks were standard player traits in all previous Halo’s.

> PERKS need to go and never return.
>
> A lot of the Perks were standard player traits in all previous Halo’s.

What about the ones that weren’t. I’m just asking. Are you saying they should never return in any form or they need to be changed around because that is what i’m offering.

p.s. Thanks Gnome

> PERKS need to go and never return.
>
> A lot of the Perks were standard player traits in all previous Halo’s.

Agreed, perks made things off key because players had traits that were a lot better in some situation then others. Witch makes the game unbalanced and unfair to the players that have never unlocked them or chooses not to used those perks.

> > PERKS need to go and never return.
> >
> > A lot of the Perks were standard player traits in all previous Halo’s.
>
> Agreed, perks made things off key because players had traits that were a lot better in some situation then others. Witch makes the game unbalanced and unfair to the players that have never unlocked them or chooses not to used those perks.

i agree that they took things away from the players but my issue is if you choose not to use them and fail. Isn’t it your fault no the person using what they found to be better.

> > > PERKS need to go and never return.
> > >
> > > A lot of the Perks were standard player traits in all previous Halo’s.
> >
> > Agreed, perks made things off key because players had traits that were a lot better in some situation then others. Witch makes the game unbalanced and unfair to the players that have never unlocked them or chooses not to used those perks.
>
> i agree that they took things away from the players but my issue is if you choose not to use them and fail. Isn’t it your fault no the person using what they found to be better.

No one should have to choose a perk to be better then the other opponent. Everyone should be able to start with a fair and blanced start. That’s why everyone was not happy about the boltshot because some players have to unlock it and others had a mini shotgun in hand.