Power-up system idea: Burnout Timer

The power-ups in previous Halos would immediately start to decay over a short time, forcing players to make plays as soon as they picked 'em up. Assuming now that the power-ups can be held onto throughout a match in Halo Infinite, many people are now concerned about the meta around power-up respawn times being changed completely.

An idea to help preserve a consistent power-up respawn time:
Set a timer for how long a player can hold onto a power-up (that doesn’t reset if stolen), and if the power-up isn’t used within a certain amount of time after being picked up (maybe like 30-45 sec), it burns out. There could be either an actual timer on the hud, or a sound (or visual) effect that indicates the power-up is about to burn out. That idea could possibly help avoid the issue of power-up spawns being dependent on their time of activation in a case where they could be held onto forever.

I think it will be interesting to see how the game plays without this idea, but otherwise I thought this idea was a good middle ground between legacy and modern Halo meta. If anything, this idea would be a good option in the game settings menu to toggle on/off, and allow a timer to be applied to any equipment, even if it’s just available for custom games.

I Think they should have their duration decreased as you carry them around at a slower rate than it drains normally. If it normally lasts 1 minute and you use it 30 seconds after you pick it up, it now lasts 45 seconds (30/2 = 15, 60-15=45) or whatever rate would best suit gameplay. That way a guy that you just followed into a room can’t pop a full-health overshield he picked up minutes ago from across the map.

I think I agree, it gives people the opportunity of using it when they need to but also makes players use it within a certain time range.

That’s not a bad idea at all.

> 2535411347511088;2:
> I Think they should have their duration decreased as you carry them around at a slower rate than it drains normally. If it normally lasts 1 minute and you use it 30 seconds after you pick it up, it now lasts 45 seconds (30/2 = 15, 60-15=45) or whatever rate would best suit gameplay. That way a guy that you just followed into a room can’t pop a full-health overshield he picked up minutes ago from across the map.

That method would be good to test out, but I think it leans too much in the classic style “decays immediately on pick up” that it almost defeats the purpose of this new concept to use it fully at your own discretion. It also dampers the reward/insensitive of taking the risk to kill the person holding it if you know it’s going to be decayed by the time you steal it; the meta could end up turning into “should I rush them to steal it asap, or just ignore them until a certain amount of time has passed for it to decay enough?”

Picking up a decayed overshield/camo that you fought for would be an unnecessary frustration added to the game imo; I just think more players would be annoyed by that system than appreciating the meta around it. But like I said at the beginning, anything is worth testing out to see if it’s received well in practice.

It would be incredibly frustrating to have one player hoard all the power ups, but I guess it wouldn’t be so different than if someone hoarded the power weapons too. It would all come down to the spawn logic of the power ups. In Halo 5 they had three different tiers for how weapons would spawn. The first tier would be for normal weapons such as ARs, BRs, DMRs and such where once you picked one up off the ground it would go on a 20 second cooldown and then a new one would spawn. The second tier was for weapons like the shotgun or energy sword. There was usually only one of them per map and once you picked one up the spawn spot would go on a minute and a half cooldown or something like that. However as long as the first one was still present in the game either from someone holding it or if it was still on the ground with ammo leftover the spawn spot would remain empty. The third tier was for power weapons where they had the spawn timers displayed on your screen and once it was picked up it spawned every three minutes even if the first power weapon was still out there.

I highly doubt that power ups such as camouflage or over shield would use the first tier of spawning so we can safely ignore that here. The second tier of spawning would induce the most amount of hoarding as there could then only be one power up out there at a time and someone could just hold onto it for as long as they wanted without using it. The third tier is the most likely one to be used in my opinion because that has the longest timer attached to it and it would prevent people from hoarding it. Also someone holding onto overshield for 3 minutes at a time without dying or using it sounds pretty unlikely and hard to do. In any case only time will tell how the spawning of guns and other things like equipment or power ups will work. Flighting can’t come soon enough.

None of that is needed. Just have it work like they shown so far. Make the respawn show someone has it. Only start the respawn timer when someone uses it. If u wanna hold on to the power up the hold game without dying then u good lol. So I doubt that would happen. Plus u can’t hide it since it leaves a trail on u when u have it in pocket so people know who has it.

> 2533274792076659;7:
> None of that is needed. Just have it work like they shown so far. Make the respawn show someone has it. Only start the respawn timer when someone uses it. If u wanna hold on to the power up the hold game without dying then u good lol. So I doubt that would happen. Plus u can’t hide it since it leaves a trail on u when u have it in pocket so people know who has it.

The way 343i has shown it so far gives the impression that possibly one player can hold onto an overshield long enough for the next one to spawn, allowing multiple overshields to be active at the same time. It’s not that hard to survive for 2+ minutes.
But if it only respawns after being activated, someone can just hide with it the whole game so that it never comes back up. I’ve dealt with enough players like that in the past so I’d rather have a system that’s less easy to exploit negatively. There’s fun exploitations in Halo like BXR and triple shot, but there’s nothing fun about some guy camping with the power-up so that nobody can use it for extended periods of time, if at all. It gets rid of incentive to make plays before it runs out, which can easily slow down the pace of the game in that aspect even more than classic Halo.

> 2533274816317216;8:
> > 2533274792076659;7:
> > None of that is needed. Just have it work like they shown so far. Make the respawn show someone has it. Only start the respawn timer when someone uses it. If u wanna hold on to the power up the hold game without dying then u good lol. So I doubt that would happen. Plus u can’t hide it since it leaves a trail on u when u have it in pocket so people know who has it.
>
> The way 343i has shown it so far gives the impression that possibly one player can hold onto an overshield long enough for the next one to spawn, allowing multiple overshields to be active at the same time. It’s not that hard to survive for 2+ minutes.
> But if it only respawns after being activated, someone can just hide with it the whole game so that it never comes back up. I’ve dealt with enough players like that in the past so I’d rather have a system that’s less easy to exploit negatively. There’s fun exploitations in Halo like BXR and triple shot, but there’s nothing fun about some guy camping with the power-up so that nobody can use it for extended periods of time, if at all. It gets rid of incentive to make plays before it runs out, which can easily slow down the pace of the game in that aspect even more than classic Halo.

I can’t really picture that many people picking up an over shield and just hiding somewhere with it. Yeah, it might keep the other team from having it but it also keeps your team from using it and you take yourself out of the game completely by just hiding with it. Choosing to hide with it seems like it would hurt your own team more than your opponents.

I think the best way to handle it is just to have the respawn timer only activate once it’s been used.

I could see this being a problem if a power-up won’t respawn due to it being carried around by another player.
It could lead to teams basically ‘staving’ the other team of equipment.

It all depends on how they balance it I guess.

I’ll be honest, I don’t see the issue of players holding powerups all match being a thing. Either they use it soon after grabbing it or they die and the next guy uses it. If nobody picks it up it’ll just despawn off the ground and go back to it’s spot on the map after the respawn timer.

I assume you won’t be able to hold onto a powerup and equipment at the same time as they likely take the same spot. Hoarding all the powerups won’t be an issue either it’s likely just one. A decay imo is just a solution for an issue that doesn’t exist, or rather. An issue that will solve itself in game regardless.

> 2533274816317216;8:
> > 2533274792076659;7:
> > None of that is needed. Just have it work like they shown so far. Make the respawn show someone has it. Only start the respawn timer when someone uses it. If u wanna hold on to the power up the hold game without dying then u good lol. So I doubt that would happen. Plus u can’t hide it since it leaves a trail on u when u have it in pocket so people know who has it.
>
> The way 343i has shown it so far gives the impression that possibly one player can hold onto an overshield long enough for the next one to spawn, allowing multiple overshields to be active at the same time. It’s not that hard to survive for 2+ minutes.
> But if it only respawns after being activated, someone can just hide with it the whole game so that it never comes back up. I’ve dealt with enough players like that in the past so I’d rather have a system that’s less easy to exploit negatively. There’s fun exploitations in Halo like BXR and triple shot, but there’s nothing fun about some guy camping with the power-up so that nobody can use it for extended periods of time, if at all. It gets rid of incentive to make plays before it runs out, which can easily slow down the pace of the game in that aspect even more than classic Halo.

How does u hiding a whole game help ur team? Think that out. What’s the odds of that helping. So they will play 3 on 4. If u hiding then u not fighting n if u hide with the overshield the other 3 guys on ur team will never have it in actually fight. I just think it won’t happen

it’s true that the new system to keep the power up in halo infinite will make us weird.