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> I love the concept of more physics-based movement, but I can’t see how making Thruster Pack 100% honest with momentum conservation would make it better. By not allowing the player to change directions in mid-air, you remove one of the aspects that makes Thruster Pack interesting. The disappointment is partly offset by the fact that you can conserve momentum to jumps to extend the speed boost and possibly create some interesting jumps, but I don’t know whether this is more interesting than the old Thruster Pack. Really, to me the best of both worlds would be to not conserve any of the pre-thrust momentum, but add momentum conservation out of a thrust, because conserving momentum out of a thrust allows you to do some cool things, but not being able to change directions with it is kind of lame.
Well, it’d be a change in directions, of sorts, in an angle based on your current forward momentum, with that preserved.
Essentially, a man cannon could have you slam into a wall, unless you thrust left or right at the right moments to go through a doorway or window, on the wall the man cannon is aimed at. Or decrease your momentum to land on a specific spot.
While true, changing directions entirely would be lost.
Tap would do momentum conservation
Hold would make a powerful boost to change direction with no pre-thrust momentum conservation?
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> Also, when it comes to wall runs and jumps, I’m partial to wall jumps, and they could also be momentum-based with three components: a constant boost perpendicular to the wall, a small parallel boost upwards, and a parallel boost in current direction of motion (projected to the wall). However, the wall jump should also contain an element of timing, which is that if too many frames pass between hitting the wall, and performing a wall jump, only the perpendicular boost is applied. Wall jumps should also be immediately chainable, if the next wall is close enough, but this means that the timing has to be sufficiently thight that it’s not too easy to make your personal elevator between two perpendicular walls.
Timing should indeed be a big part of doing them, but that is quite well explained how I’d imagine it to be.
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> As far as wall running is concerned, I don’t like it because I don’t consider it an interesting ability for Halo. If the game is built around allowing the player to scale all walls without restrictions, à la Titanfall, then wall running is a natural part of the basic arsenal. However, even in those games it’s not an interesting tool in itself. It’s just a necessary tool for maintaining speed between all the other tricks. It’s just the animation between wall jumps. I don’t believe Halo should ever strive to be such a game. I don’t think Halo should give the player more freedom unless that extra freedom enables new interesting tricks. Wall running doesn’t do that, but wall jumping does.
Well, Titanfall is the most known game with Wall running, I went with it because of that, few know of UT (4).Titanfall does have a long wall run, while UT (4) doesn’t.
Unreal Tournament (4) wall run, albeit they try double wall running.
It’d more come down to what kind of map hazards could be present and avoided using wall running, and, what kind of alternative routes could be taken.
I however understand the concern.
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> > > > > I hope thrusters are gone. I only really like clamber. As for wall running, I can with 99% confidence say this will not be in infinite, unless they plan on killing the franchise. But thats just my opinion. I think they will balance the old modern mechanics with the new ones.
> > > >
> > > > Could you explain that a little more?
> > >
> > > Wall running? Thats just not Halo, & would be a huge mistake if that was added.
> >
> > That doesn’t explain anything, and it’s extremely vague.
> >
> >
> > > 2533274794684102;6:
> > > I’m a fan of most of the modern movement, but I would not be a fan of wall running.
> >
> > How so?
>
> What else would you like me to say about wall running? Running on walls is not Halo, would you like me to explain the principles of how one runs on walls? Im not to sure how much more detail you expect me to go into lol. I just disagree with the whole principle of wall running being in Halo. There isn’t much more to it.
“It isn’t Halo” is a very vague description of how or why something shouldn’t be added / tested.
What if it turned out to be “very Halo”?
If you disagree then you disagree.