I’m still convinced the overall concept of flying higher than the base jump is fine. However the last two variants of a Jetpack have been disappointing to me, as they don’t fix the issues that arise with Map-control and height superiority. My booster concept fixes this.
With a booster pack, we essentially have a Thruster Pack, but vertical. The player receives a “boost” upward when activated essentially the equivalent to a nerfed version of the Halo 3 grav-lift pickup. Like the Thruster pack, it’s a one-time use until it recharges, and everyone has a booster by default. It’s an inherent ability, like sprint is now. (Hopefully that changes)
Essentially the players receive the vertical boost without the game-breaking abilities that a Jetpack has. If not an inherent ability, it should suffice as a cool piece of equipment to toy with on the field.
Sounds like you might as well have some type of double jump. Could just have the player double tap jump for it to function, which would make it less complicated than you seem to be implying. I would be fine if the double jump had a couple second cool down as well, as long as there is a visible indicator when it is recharged/recharging.
I played titanfall. It’s really fun and the double jump thing works there, but in order for halo to have a stable core, double jumps can’t happen as they would interfere with map design to much.
> Essentially the players receive the vertical boost without the game-breaking abilities that a Jetpack has. If not an inherent ability, it should suffice as a cool piece of equipment to toy with on the field.
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> Thoughts? Comments?
Why do you consider Jetpack game-breaking but not a Booster?
As long as those movement mechanics aren’t properly incorporated into the design of maps they will be game-breaking no matter if they are default abilities or placed on the map.
When you play with default Jetpacks on a map that incorporated Jetpack as a movement into its design, then Jetpack will be as game-breaking as regular movement.
How are the kill times in Titanfall? fast, slow or in between?
I have a feeling a booster pack (or double jump) would disrupt gameplay more than map design. It is possible to create good maps for almost any base player trait, difficulties start to arise when a variety of traits are present at once (AA’s).
> How are the kill times in Titanfall? fast, slow or in between?
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> I have a feeling a booster pack (or double jump) would disrupt gameplay more than map design. It is possible to create good maps for almost any base player trait, difficulties start to arise when a variety of traits are present at once (AA’s).
Kill times in Titanfall are on par with CoD.
Inclusion of double jump would force maps to be built around double jump. You can clearly see it in Titanfall, maps are totally designed for wall running and double jump. Core Halo maps would absolutely change with double jump. IMO it kills base map designs and gives the developer a reason to care less about good map design for a competitive arena shooter. We would see even worse maps in Halo 5 if double jump is implemented.
> Kill times in Titanfall are on par with CoD.
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> Inclusion of double jump would force maps to be built around double jump. You can clearly see it in Titanfall, maps are totally designed for wall running and double jump. Core Halo maps would absolutely change with double jump. IMO it kills base map designs and gives the developer a reason to care less about good map design for a competitive arena shooter. We would see even worse maps in Halo 5 if double jump is implemented.
I haven’t played Titanfall, but I’m going to assume that the maps work well with the gameplay. Are they classic arena style maps akin to halo? No of course not, but they work with the movement mechanics of the game.
My point was that halo will never have fast killtimes, and that double jump would disrupt gameplay because of its vertical movement likely being faster than the default sensitivity. Now if we had a jump pack similar to what the brutes had in halo 3 it might work a bit better,but it’s really hard to say without testing it out.
> Core Halo maps would absolutely change with double jump. IMO it kills base map designs and gives the developer a reason to care less about good map design for a competitive arena shooter. We would see even worse maps in Halo 5 if double jump is implemented.
Sorry but that assumption is simply not right.
If anything it would allow the developer to be more creative and to come up with new interesting and unique map themes and hence with new and unique map flows and gameplay experiences (for arena gameplay).
What kills top-quality map design is when you suck a certain theme dry because you hold tight on what already has been made instead of improving it or when you try to incorporate conflicting elements (i.e: base speed and Sprint speed)
CAVEMANcr’s concern about potential issues that could arise in relation to kill times for example when implementing a Booster is valid but assuming that it would mess up the design of Halo’s maps is absurd.
However, Halo’s multiplayer gameplay has always had a major focus on (unconventional) movement why I think (unconventional) movement is an element that should be improved upon or rather be extended.
No armor ability should be default, and that includes sprint. I do like the idea of a double jump-like armor ability in place of the Jet Pack, though. It’s a much better replacement, although Jet Pack should still be available for Customs and Campaign.