Well not marine variants, but should marines, ODST, Spartan AI have their own unique programmed abilities? Im not sure if they all each have the same amount of health, only that Spartans have a shield in Halo 4. But do you think its time for the UNSC to have allies that play more accordingly to their lore? Marines can be just your default grunt, ODSTs play like Jackels being more versatile, while Spartans have better reaction and agility with different animations?
I only know that in Infinite,t ehy were buffed health and damage-wise. They also have a cool code where they don’t shoot a rocket launcher if the enemy is up their face. But should they have a clear overall in gameplay or should they just stay the same waddle penguins that follow chief until they die?
Should’ve had ODSTs, Spartans, and Sangheili as end tier valor rewards. Imagine driving to an Elite ran FOB or having a couple Spartans on your flanks
A stretch for elites. Doens’t make sense in this story and Spartans too. But in the future hopefully. Maybe call down a type of ally unit in FOBs by their quantity. Marines less capable more have more, Spartans more capable but in less numbers.
Yea I do think different units should have different behaviours based on their unit class but ultimately it’s pointless because you are one manning the show most of the time.
But if there has to be unit AI improvements they can do it as such:
Marines: Tendency to find cover all the time. Will automatically trade out a lower tier gun for a better one they find on the ground. Will avoid melee fights.
ODSTs: Will flank the enemy and can fight with or without cover. Will keep the gun they are given or spawned with and will throw more grenades. Will avoid melee fights.
Spartans (if we ever have them): Will use whatever weapon given to them or spawned with. Will go for melees on any unit within certain threat range. Can use Sword and Hammers. Will duck for cover once shields are broken. (We don’t have Reach’s armor lock here so it would make no sense if they dropped into armor lock like Reach)
Elites were stationed on the Infinity according to a novel I believe and it would also make sense that they would make up a large force of the UNSC since they made an alliance
But that wasn’t mentioned in game. A lot backlash to the company about Halo 5 was that you had to read too much of the novel to understand what was even happening. If elites just appeared in the game then that was cause confusion to the casual player, which, is what 343i are targeting.
I prefer the marines to keep their weapons and ODSTs to be coded to look for new weapons on their own. Overall each class can still be traded a weapon.
I also think what you thought about was a good idea.
It makes more sense if a Marine finds more comfort in finding a bigger gun though. ODSTs and Spartans who have trained hard would make do with what they have.
I think its just down to the sense of ranking up. An ODST is better than a marine and should reward more benefits. Unlocking an ODST just to lock his ability to pick up weapons is just nerf.
Each type should have randomly-chosen movement sets.
Unless they add areas with bosses after the end of the game, ODSTs, Elites, etc. should be unlocked throughout the campaign, not near the end.
Though, Spartans and high-ranking Elites shouldn’t be unlocked until then.
They should’ve added an optional squad system to make things more tactical.
Marines need to be nerfed anyway.
They should have less accuracy and maybe worse movements than ODSTs instead of not being able to pick up weapons though.
They tried this in Halo 5 remember? If anything it was the absolute worst experience having AI squad mates which bug out due to their behaviours being restricted to Squad based performance.
Halo Reach did it much better with each Noble member performing individually and staying centered around you.
Halo is also not a tactical shooter anyway, so having supporting allied units is more of a bonus not a need.
The best I can think of is that by putting a weapon category in the hands of the AI, they will change their behaviour.
Marksman Rifle = Stay back and provide cover fire.
Assault Rifles = Pushes with you, but never overtakes you
Pistols = Throws more grenades, hangs back
Heavy weapons = hang back and provide cover fire, prioritizes vehicles and turret users
Melee (Spartan Only) = will push independantly and only fall back when Shields are drained.
In General = will stay within outer radar distance of the player.
I believe optional only applies to things that do not affect gameplay, but seeing as how micro control of your AI allies will in fact change the gameplay experience as well as outcome of fights, I don’t think it’s wise to have it as an option at all. It should either “Be” or “Not”
It doesn’t have to not affect gameplay to be optional.
Optional only means it’s not required.
Control over your allies being optional, you’d still be able to go through the game without them.
As it is, the game has optional things like taking all of the FOBs, collecting the skulls, using the weapon and vehicle features at FOBs, going after HVTs, rescuing squads and using equipment aside from the Grappleshot.
Yea you can just say it’s optional but it really isn’t if you practice this micro control.
Say in a scenario, you are faced with a bunch of enemies and an enemy tank.
There is a huge gameplay difference if you command an ally to go and draw the tank’s fire while the rest flanks the enemy, over just letting the AI auto pilot and move together with the player. When there is a gameplay difference to this extent, it’s really not a matter of option anymore, it’s a matter of “how handsfree can the player get without losing an advantage of using X feature”
Which is why I said it’s ultimately pointless to have a squad feature in general because the game isn’t designed to make you use it.
If something isn’t integral to gameplay, it shouldn’t be built upon. It’s just extra coding nonsense which potentially introduces more bugs. Want an example of this? Clamber. The Clamber system is pretty pointless if you set Step Jump on and Auto Clamber off, but if you do Clamber, it has been known to cause some desync issues.
You obviously don’t understand what optional means.
In a fantasy role-playing game for an example, you could use a sword, bow or magic, but that doesn’t mean you need to use all of them.
If magic is more powerful than swords, it doesn’t mean that you have to use magic either.
Being able to control your squad means you can be more efficient, but it doesn’t mean you have to be, even if you feel more inclined to be.
Just like the equipment (excluding the areas requiring the Grappleshot), Bandana skull and FOB features.
If you want a very basic game with no options (no skulls, no FOB features, no map, no weapon variants, no equipment or upgrades aside from Grappleshot, etc.), that’s your choice.
You don’t have to use them, but not everyone wants the bare minimum.
It’s possible to have clamber and other new features without breaking things.
Any time you add a feature, it’s likely you’ll overlook something or not be aware that it’ll cause issues without additional changes to fix that.