Sprint + Camo according to Halo: Shadows of Reach

I’m so excited for Halo Infinite that I’m actually reading a book for once =)

In Halo: Shadows of Reach, which is supposed to be sort of a prequel to Halo Infinite there is an interesting excerpt in which there is a description of how the camouflage works in the new Gen3 Mjolnir armor that Spartans are sporting nowadays. Now, I know that the rules of the novel will not necessarily apply to the videogame, they’re totally different media, but… well, read it yourselves and tell me if doesn’t sound like an interesting possibility for a gameplay mechanic:

> John assumed she’d spotted one of the lookout towers and was slowing down to engage her own camouflage. Like Linda, they all carried the experimental GEN3 passive packages on their Mjolnir armor, but the new technology still had a few bugs. For one thing, it didn’t work well if you were running. The nanofilament adaptative coating adjusted continuously to the surrounding terrain, so the faster one moved, the greater the blurring effect. At a full sprint, the result could be more eye-catching than no camouflage at all.

That would be a great way to balance the camouflage in multiplayer, forcing you to move really slow in order to remain undetected. In addition, camo in the campaign could provide a way to tackle missions in a more stealthy way. I loved fooling enemies in Halo 2 by using the built-in camo in The Arbiter’s armor and I hope it would work somewhat similarly in Halo Infinite – you get the camouflage armor ability and then you’re able to use it for a limited time, but sprinting raises the risk of being detected, so you have to manage that trade-off very carefully. Maybe different factors, like lighting could effect your ability to remain concealed as well. Further upgrades could raise the camo duration, reduce its cooldown and eliminate the blurring effect of sprinting, in a way that if you wanted to adapt your playstyle to stealth, you could end up as a ninja in the endgame.

Hopefully that’s what the upgrades in Halo Infinite are about: rather than just raising boring stats, like health and accuracy, they enable us to adapt Master Chief’s abilities to our favorite playstyle – stealth, aggressive, defensive, enhanced mobility, vehicles, etc.

> I’m so excited for Halo Infinite that I’m actually reading a book for once =)

Lol samee. I just started reading that book actually but what you said I hope is true! That would be a great way to balance it out in multiplayer and in campaign as well. Just as long as there’s a duration of it of course (for example once activated it only lasts 20/25 etc) Nice catch I hope the do something like this in infinite.

> 2533274938827434;1:
> I’m so excited for Halo Infinite that I’m actually reading a book for once =)
>
> In Halo: Shadows of Reach, which is supposed to be sort of a prequel to Halo Infinite there is an interesting excerpt in which there is a description of how the camouflage works in the new Gen3 Mjolnir armor that Spartans are sporting nowadays. Now, I know that the rules of the novel will not necessarily apply to the videogame, they’re totally different media, but… well, read it yourselves and tell me if doesn’t sound like an interesting possibility for a gameplay mechanic:
>
>
>
>
> > John assumed she’d spotted one of the lookout towers and was slowing down to engage her own camouflage. Like Linda, they all carried the experimental GEN3 passive packages on their Mjolnir armor, but the new technology still had a few bugs. For one thing, it didn’t work well if you were running. The nanofilament adaptative coating adjusted continuously to the surrounding terrain, so the faster one moved, the greater the blurring effect. At a full sprint, the result could be more eye-catching than no camouflage at all.
>
> That would be a great way to balance the camouflage in multiplayer, forcing you to move really slow in order to remain undetected. In addition, camo in the campaign could provide a way to tackle missions in a more stealthy way. I loved fooling enemies in Halo 2 by using the built-in camo in The Arbiter’s armor and I hope it would work somewhat similarly in Halo Infinite – you get the camouflage armor ability and then you’re able to use it for a limited time, but sprinting raises the risk of being detected, so you have to manage that trade-off very carefully. Maybe different factors, like lighting could effect your ability to remain concealed as well. Further upgrades could raise the camo duration, reduce its cooldown and eliminate the blurring effect of sprinting, in a way that if you wanted to adapt your playstyle to stealth, you could end up as a ninja in the endgame.
>
> Hopefully that’s what the upgrades in Halo Infinite are about: rather than just raising boring stats, like health and accuracy, they enable us to adapt Master Chief’s abilities to our favorite playstyle – stealth, aggressive, defensive, enhanced mobility, vehicles, etc.

This sounds very cool, I just hope armour abilities stay in campaign and don’t plague multiplayer.

> 2533274883108544;3:
> This sounds very cool, I just hope armour abilities stay in campaign and don’t plague multiplayer.

I believe the pictures that 343i showed in their December update pretty much confirm that you will be able to pick armor abilities in the multiplayer. But I believe they also mentioned that they would have limited use.

I saw a few people bring that up, but I fail to see any new mechanics as that is how camo worked since Reach; the faster you move the more noticeable you are. Maybe not “more eye-catching than no camouflage at all,” but that could be hyperbole.

> 2533274814550076;5:
> I saw a few people bring that up, but I fail to see any new mechanics as that is how camo worked since Reach; the faster you move the more noticeable you are. Maybe not “more eye-catching than no camouflage at all,” but that could be hyperbole.

this, camo has functioned like that for awhile. The faster you move and or the more actions you do, the more visible you are

i kind if like the idea, but i’m not sure if it would work. in reach it functioned like that and i wasn’t very fond of it. also a problem i’m seeing is, that while controller users have no problem with adjusting speed, i don’t see how it would work wit M+KB. maybe with a dedicated “walking” button you have to hold to walk, like in counter strike