Suggestion - After Halo 6 - a Classic Halo Spinoff

As a suggestion for 343, once Halo 6 is done, I would definitely be in favor of an additional Halo 1, 2, 3 style game without special abilities or mobility enhancements.

I was discussing the merits of sprint in Halo with some friends. Through the discussion I ended up switching sides from being “for sprint” to being “against sprint.” The reason is simple. When every Spartan always has access to increased mobility, the maps must be designed in such a way to balance that. If you take a Halo 1, 2, or 3-style map and give everyone sprint, people just end up getting to cover too quickly, which means cover must be spread apart, and/or weapons have to do a bit more damage. Put another way, the maps where I feel like I wish I had sprint, it would be better to address it by having mancannons, teleporters, and so on.

The question arises, how to innovate in classic Halo? New awesome things can definitely be added to Halo, it’s just better if they are items on the map rather than inherent abilities that map designers have to design around. For example, Ground Pound, instead of being an ability everyone always has, could be beefed up and incorporated into a power weapon, it could be a feature of a new Gravity Hammer-style weapon. As an analogy, the Spartan Charge existed in Halo 2 in this way in the form of the Energy Sword. In addition to weapons can be new Halo 3-style deployables and power-ups.

This Youtube video says it better than I can, and highlights that innovating with items, weapons, and maps, rather than with abilities keeps the core of Classic Halo, while still being able to try new risky things. A lore reason could be given in that maybe this is an ODST or a Marine.

he explains more:

Halo plays much better without abilities in multiplayer because you focus more on your gun play, positioning and tactics. Sure, they can be fun but they are not really needed especially in a competitive environment.

I would, however, not mind the use of abilities in Halo campaigns. After all, you are wearing a huge suit of space armour so it would make sense that upgrades introduced through the story can be added to facilitate certain maps.

For example; you’re playing a campaign mission which involves being in Space with 0 gravity so the UNSC give you magnet boots to instantly ground the player to the floor while they are activated. This would add a unique element to Halo’s ebb and flow in combat and add moments that the player will remember rather than abilities they might not.

TL;DR: Spartans wear a big suit of space armour that can be upgraded with abilities using story narratives and progression in the campaign but doesn’t have to be implemented into multiplayer; creating memorable campaign moments.

The refined and expanded mobility options in the latest Halo games feel more like playing as a super-soldier.
If they have another game that goes back to Halo CE mobility, I’d hope the protagonist isn’t a Spartan or Sangheilli. It could be cool to step back into a base-human’s shoes in the Halo Universe, and with the enemies having better AI than CE had, it would be more difficult to play without the improved mobility on the character.

Another Halo ODST Game or maybe Instead of a ODST a Marine (just read everything i guess you did say that on the last part)

> 2533274980000288;1:
> As a suggestion for 343, once Halo 6 is done, I would definitely be in favor of an additional Halo 1, 2, 3 style game without special abilities or mobility enhancements.
>
> I was discussing the merits of sprint in Halo with some friends. Through the discussion I ended up switching sides from being “for sprint” to being “against sprint.” The reason is simple. When every Spartan always has access to increased mobility, the maps must be designed in such a way to balance that. If you take a Halo 1, 2, or 3-style map and give everyone sprint, people just end up getting to cover too quickly, which means cover must be spread apart, and/or weapons have to do a bit more damage. Put another way, the maps where I feel like I wish I had sprint, it would be better to address it by having mancannons, teleporters, and so on.
>
> The question arises, how to innovate in classic Halo? New awesome things can definitely be added to Halo, it’s just better if they are items on the map rather than inherent abilities that map designers have to design around. For example, Ground Pound, instead of being an ability everyone always has, could be beefed up and incorporated into a power weapon, it could be a feature of a new Gravity Hammer-style weapon. As an analogy, the Spartan Charge existed in Halo 2 in this way in the form of the Energy Sword. In addition to weapons can be new Halo 3-style deployables and power-ups.
>
> This Youtube video says it better than I can, and highlights that innovating with items, weapons, and maps, rather than with abilities keeps the core of Classic Halo, while still being able to try new risky things. A lore reason could be given in that maybe this is an ODST or a Marine.
>
> he explains more:
> How to Innovate Halo Without Changing its Formula - YouTube

Why not start a petition to release new map packs for the old halo games. That solves it. The ones who want new experiences get new halo games. And the ones who wanna play old halo refreshed get refreshing content

> 2533274883501878;3:
> The refined and expanded mobility options in the latest Halo games feel more like playing as a super-soldier.
> If they have another game that goes back to Halo CE mobility, I’d hope the protagonist isn’t a Spartan or Sangheilli. It could be cool to step back into a base-human’s shoes in the Halo Universe, and with the enemies having better AI than CE had, it would be more difficult to play without the improved mobility on the character.

I felt more like in CoD: AW with the ability. Sprint maybe yes but the rest is just so awful. I really don’t hate it, that I’m a Spartan “walking slowly” [compared to a human we still move very fast].

Also I rather want Jetpacks to return than the groundpound or side dashing

> 2533274861263132;6:
> > 2533274883501878;3:
> > The refined and expanded mobility options in the latest Halo games feel more like playing as a super-soldier.
> > If they have another game that goes back to Halo CE mobility, I’d hope the protagonist isn’t a Spartan or Sangheilli. It could be cool to step back into a base-human’s shoes in the Halo Universe, and with the enemies having better AI than CE had, it would be more difficult to play without the improved mobility on the character.
>
> I felt more like in CoD: AW with the ability. Sprint maybe yes but the rest is just so awful. I really don’t hate it, that I’m a Spartan “walking slowly” [compared to a human we still move very fast].
>
> Also I rather want Jetpacks to return than the groundpound or side dashing

Clamber, sprinting, quick-dodging grenades in the desired direction… These are basic things that a super-soldier should be able to do. It makes far more sense than having an 8ft standing high-jump, but not being able to make it up to a platform because your ankle didn’t clear the ledge. It also makes no sense for a super-soldier to have no hustle in a combat zone. Spartans aren’t slasher-movie villains. The similarities of game mechanics between Halo and CoD are not the former coppying the latter, they’re the mechanics that work well for the genre, so any FPS game that works well will have many similar features.

I’d have preferred different fluff than the booster-mechanic, but the dodging was a major improvement for super-soldiers who can actually fight in bullet-time. In fact it would be more true to the lore if Halo had a mechanic like Red Dead Redemption’s Dead Eye, or Fallout’s VATS, but those mechanics are far more specific to their games than basic mobility enhancements.

It’s not like we have Spartans running on walls. 343 did a really good job on the Halo 5 mechanics.

> 2533274883501878;7:
> > 2533274861263132;6:
> > > 2533274883501878;3:
> > > The refined and expanded mobility options in the latest Halo games feel more like playing as a super-soldier.
> > > If they have another game that goes back to Halo CE mobility, I’d hope the protagonist isn’t a Spartan or Sangheilli. It could be cool to step back into a base-human’s shoes in the Halo Universe, and with the enemies having better AI than CE had, it would be more difficult to play without the improved mobility on the character.
> >
> > I felt more like in CoD: AW with the ability. Sprint maybe yes but the rest is just so awful. I really don’t hate it, that I’m a Spartan “walking slowly” [compared to a human we still move very fast].
> >
> > Also I rather want Jetpacks to return than the groundpound or side dashing
>
> Clamber, sprinting, quick-dodging grenades in the desired direction… These are basic things that a super-soldier should be able to do. It makes far more sense than having an 8ft standing high-jump, but not being able to make it up to a platform because your ankle didn’t clear the ledge. It also makes no sense for a super-soldier to have no hustle in a combat zone. Spartans aren’t slasher-movie villains. The similarities of game mechanics between Halo and CoD are not the former coppying the latter, they’re the mechanics that work well for the genre, so any FPS game that works well will have many similar features.
>
> I’d have preferred different fluff than the booster-mechanic, but the dodging was a major improvement for super-soldiers who can actually fight in bullet-time. In fact it would be more true to the lore if Halo had a mechanic like Red Dead Redemption’s Dead Eye, or Fallout’s VATS, but those mechanics are far more specific to their games than basic mobility enhancements.
>
> It’s not like we have Spartans running on walls. 343 did a really good job on the Halo 5 mechanics.

Why does it matter if it makes sense if it hurts gameplay, map design and the flow of battle? Halo is not a realistic game and it has only gotten less popular since following gameplay trends. Running on walls would be a similar additional to clamber and sprint, you would probably defend it if it was added.

Halo needs to stop following trends, it was the king when it set them and fell off the crown with Reach when it tried to change. Was Halo 5 a bad game? No. We’re it’s movement mechanics awful? No. Was it what most most fans want in their Halo game? No. 343 needs to stop listening to focus groups and fans of other franchises that might play Halo for a few weeks or once in a blue moon before going back to CoD, Apex, Battlefield or Fortnite

Also, Spartans in Halo 1-3 were sprinting. There just wasn’t a need for a dumb animation.

I’ve been wanting a classic style ODST spin off series for years now along with the mainline series having enhanced mobility. That way they can make games for both groups of people.

> 2533274834635329;8:
> > 2533274883501878;7:
> > > 2533274861263132;6:
> > > > 2533274883501878;3:
> > > > The refined and expanded mobility options in the latest Halo games feel more like playing as a super-soldier.
> > > > If they have another game that goes back to Halo CE mobility, I’d hope the protagonist isn’t a Spartan or Sangheilli. It could be cool to step back into a base-human’s shoes in the Halo Universe, and with the enemies having better AI than CE had, it would be more difficult to play without the improved mobility on the character.
> > >
> > > I felt more like in CoD: AW with the ability. Sprint maybe yes but the rest is just so awful. I really don’t hate it, that I’m a Spartan “walking slowly” [compared to a human we still move very fast].
> > >
> > > Also I rather want Jetpacks to return than the groundpound or side dashing
> >
> > Clamber, sprinting, quick-dodging grenades in the desired direction… These are basic things that a super-soldier should be able to do. It makes far more sense than having an 8ft standing high-jump, but not being able to make it up to a platform because your ankle didn’t clear the ledge. It also makes no sense for a super-soldier to have no hustle in a combat zone. Spartans aren’t slasher-movie villains. The similarities of game mechanics between Halo and CoD are not the former coppying the latter, they’re the mechanics that work well for the genre, so any FPS game that works well will have many similar features.
> >
> > I’d have preferred different fluff than the booster-mechanic, but the dodging was a major improvement for super-soldiers who can actually fight in bullet-time. In fact it would be more true to the lore if Halo had a mechanic like Red Dead Redemption’s Dead Eye, or Fallout’s VATS, but those mechanics are far more specific to their games than basic mobility enhancements.
> >
> > It’s not like we have Spartans running on walls. 343 did a really good job on the Halo 5 mechanics.
>
> Why does it matter if it makes sense if it hurts gameplay, map design and the flow of battle? Halo is not a realistic game and it has only gotten less popular since following gameplay trends. Running on walls would be a similar additional to clamber and sprint, you would probably defend it if it was added.
>
> Halo needs to stop following trends, it was the king when it set them and fell off the crown with Reach when it tried to change. Was Halo 5 a bad game? No. We’re it’s movement mechanics awful? No. Was it what most most fans want in their Halo game? No. 343 needs to stop listening to focus groups and fans of other franchises that might play Halo for a few weeks or once in a blue moon before going back to CoD, Apex, Battlefield or Fortnite
>
> Also, Spartans in Halo 1-3 were sprinting. There just wasn’t a need for a dumb animation.

It DOESN’T hurt gameplay. Playing a Spartan in Halo 5 feels like being a super-soldier, dodging grenades and scaling high ledges while sniping enemies from across the map, or beating them down up close. That’s a far cry preferable to the slow-motion jog while under fire we had in early Halo games (it definitely wasn’t sprinting. If real-life-me can keep up, it’s not sprinting). And I’ve been asking for Clamber since at least Halo 3, it’s not a new concept, and it drastically improves the vertical mobility of the game, far better than having 8ft standing high-jumps but not being able to reach a point that 90% of your body is above.

The issue I see with your arguments is that you seem to be of the mind that the fans of the original three games unanimously reject the later games for the changes they made, and that simply isn’t the case. You’re not the majority. Every Halo game, including the original sequel (Halo 2) made changes, incorporating new things that the previous game didn’t have. There’s no line in the sand that you can draw after a game separating the ones that came before from the ones that came after of any real significance.

Your accusation that I would “support wall running” is a verifiable falsehood, since I called out wall running as an example of what hasn’t been put into Halo, that I wouldn’t support if it were.

Halo 5 has the best mobility of any Halo game yet. Mobility in a future game with limitations more akin to Halo 3 would logically only really make sense for a base-line human or Unggoy protagonist, because those limitations make you more vulnerable than any super-soldier should be.

> 2533274883501878;10:
> That’s a far cry preferable to the slow-motion jog while under fire we had in early Halo games (it definitely wasn’t sprinting. If real-life-me can keep up, it’s not sprinting).

How fast do you run a 100 meters? 14 seconds? That’s pretty decent for an average untrained individual. But okay, you like running. You can do 13 seconds. Congrats! You’re still 0.4 seconds slower than the Halo 5 base movement speed. Can you keep up? More importantly, would you say to someone who just did a 100 meters in 13 seconds: “that’s a nice slow-motion jog you did there”?

But of course, Spartans are Spartans, they run faster. But having to lower your gun while sprinting? That’s such an average soldier thing to do. Spartans are super soldiers with incredible strength and muscle coordination, and a suit that surely can stabilize all kinds of undesired motions like vibrations. It’d make much more sense if they could maintain full combat capabilities while sprinting, and do that in any direction. And then, again thanks to their inrcedible physiology and the power of their exoskeleton, they should surely be able to maintain that practically indefinitely. Now, that’s a super soldier!

> 2533274825830455;11:
> > 2533274883501878;10:
> > That’s a far cry preferable to the slow-motion jog while under fire we had in early Halo games (it definitely wasn’t sprinting. If real-life-me can keep up, it’s not sprinting).
>
> How fast do you run a 100 meters? 14 seconds? That’s pretty decent for an average untrained individual. But okay, you like running. You can do 13 seconds. Congrats! You’re still 0.4 seconds slower than the Halo 5 base movement speed. Can you keep up? More importantly, would you say to someone who just did a 100 meters in 13 seconds: “that’s a nice slow-motion jog you did there”?
>
> But of course, Spartans are Spartans, they run faster. But having to lower your gun while sprinting? That’s such an average soldier thing to do. Spartans are super soldiers with incredible strength and muscle coordination, and a suit that surely can stabilize all kinds of undesired motions like vibrations. It’d make much more sense if they could maintain full combat capabilities while sprinting, and do that in any direction. And then, again thanks to their inrcedible physiology and the power of their exoskeleton, they should surely be able to maintain that practically indefinitely. Now, that’s a super soldier!

You grossly misrepresented what I said. I never called Halo 5’s base movement speed slow.

The “early Halo games” I mentioned had a top movement speed closer to 100m in 28s, not 14s. Later games increased the base movement speed, and Halo 5 has sprint on top of that, changing the Spartans’ movement from the early games’ decent runner without ability to go full out, to Halo 5’s Olympic runner able to sprint up to Cheetah speeds.

Lowering the weapon while sprinting was a gameplay-ballancing mechanic for multiplayer. Same thing for limiting the Sprint duration. Personally I’d be fine with doing away with both limitations, but I at least know why they were put in the game. And having separate modes for moving while shooting, and booking it from point A to point B, allows for more precision when moving slowly while having the high speed still be manageable.

> 2793974233130299;5:
> > 2533274980000288;1:
> > As a suggestion for 343, once Halo 6 is done, I would definitely be in favor of an additional Halo 1, 2, 3 style game without special abilities or mobility enhancements.
> >
> > I was discussing the merits of sprint in Halo with some friends. Through the discussion I ended up switching sides from being “for sprint” to being “against sprint.” The reason is simple. When every Spartan always has access to increased mobility, the maps must be designed in such a way to balance that. If you take a Halo 1, 2, or 3-style map and give everyone sprint, people just end up getting to cover too quickly, which means cover must be spread apart, and/or weapons have to do a bit more damage. Put another way, the maps where I feel like I wish I had sprint, it would be better to address it by having mancannons, teleporters, and so on.
> >
> > The question arises, how to innovate in classic Halo? New awesome things can definitely be added to Halo, it’s just better if they are items on the map rather than inherent abilities that map designers have to design around. For example, Ground Pound, instead of being an ability everyone always has, could be beefed up and incorporated into a power weapon, it could be a feature of a new Gravity Hammer-style weapon. As an analogy, the Spartan Charge existed in Halo 2 in this way in the form of the Energy Sword. In addition to weapons can be new Halo 3-style deployables and power-ups.
> >
> > This Youtube video says it better than I can, and highlights that innovating with items, weapons, and maps, rather than with abilities keeps the core of Classic Halo, while still being able to try new risky things. A lore reason could be given in that maybe this is an ODST or a Marine.
> >
> > he explains more:
> > How to Innovate Halo Without Changing its Formula - YouTube
>
> Why not start a petition to release new map packs for the old halo games. That solves it. The ones who want new experiences get new halo games. And the ones who wanna play old halo refreshed get refreshing content

If someone has been playing those games for twenty years, how would some new multiplayer maps make them fresh experiences? The stories, gameplay, weapons, etc. have already been experienced.

We want new games that build upon the original formula. We can already build new maps for the old ones.

> 2533275031939856;9:
> I’ve been wanting a classic style ODST spin off series for years now along with the mainline series having enhanced mobility. That way they can make games for both groups of people.

This^

Halo 5’s enhanced mobility and Reach’s armor abilities are what some people want and I fully expect that Halo 6 will be along those lines. I just think there’s money to be made in a spinoff classic Halo experience as well and I’d love to see what 343 would do with that. I like the Halo 2 Anniversary maps they did.

> 2535425271455392;13:
> > 2793974233130299;5:
> > > 2533274980000288;1:
> > > As a suggestion for 343, once Halo 6 is done, I would definitely be in favor of an additional Halo 1, 2, 3 style game without special abilities or mobility enhancements.
> > >
> > > I was discussing the merits of sprint in Halo with some friends. Through the discussion I ended up switching sides from being “for sprint” to being “against sprint.” The reason is simple. When every Spartan always has access to increased mobility, the maps must be designed in such a way to balance that. If you take a Halo 1, 2, or 3-style map and give everyone sprint, people just end up getting to cover too quickly, which means cover must be spread apart, and/or weapons have to do a bit more damage. Put another way, the maps where I feel like I wish I had sprint, it would be better to address it by having mancannons, teleporters, and so on.
> > >
> > > The question arises, how to innovate in classic Halo? New awesome things can definitely be added to Halo, it’s just better if they are items on the map rather than inherent abilities that map designers have to design around. For example, Ground Pound, instead of being an ability everyone always has, could be beefed up and incorporated into a power weapon, it could be a feature of a new Gravity Hammer-style weapon. As an analogy, the Spartan Charge existed in Halo 2 in this way in the form of the Energy Sword. In addition to weapons can be new Halo 3-style deployables and power-ups.
> > >
> > > This Youtube video says it better than I can, and highlights that innovating with items, weapons, and maps, rather than with abilities keeps the core of Classic Halo, while still being able to try new risky things. A lore reason could be given in that maybe this is an ODST or a Marine.
> > >
> > > he explains more:
> > > How to Innovate Halo Without Changing its Formula - YouTube
> >
> > Why not start a petition to release new map packs for the old halo games. That solves it. The ones who want new experiences get new halo games. And the ones who wanna play old halo refreshed get refreshing content
>
> If someone has been playing those games for twenty years, how would some new multiplayer maps make them fresh experiences? The stories, gameplay, weapons, etc. have already been experienced.
>
> We want new games that build upon the original formula. We can already build new maps for the old ones.

I hear you bud. But I got the og xbox on day 1 with halo. I got both halo 2 and halo 3 during the midnight release. Not everyone who has been playing the game for close to 20 years unwelcomes change. I’m a huge fan of the movement specifically the boost. The spartan charge not so much. However I see potential in the ground pound if it was reworked. I’d like to see the boost be relocated to the left trigger so its context sensitive. Allowing you to control your boost distance based on how far you depress the trigger.
As far as what your saying I dont understand what you mean by “build” upon the formula. Enhancing gameplay is building. It sounds like you want more of the same with just a new campaign and graphical facelift to multiplayer. And to this I’ll go into depth because I actually wanted more map packs because I too like to go back and play the classics. But specifically i wanted 343 to complete the halo 2 anniversary edition and give us all the maps remastered. I was more than a little upset that they chose to drop reach. A game that was free with gold a long time ago over completing the h2a. H2a was the billed selling point for mcc when it was released and they owe the people who spent money on this game on day one the completion of it before they add $10 expansion games to it. Because h2a was what the majority of the players who actually ponied up the $60 day one cost of admission wanted to play.

> 2793974233130299;15:
> > 2535425271455392;13:
> > > 2793974233130299;5:
> > > > 2533274980000288;1:
> > > > As a suggestion for 343, once Halo 6 is done, I would definitely be in favor of an additional Halo 1, 2, 3 style game without special abilities or mobility enhancements.
> > > >
> > > > I was discussing the merits of sprint in Halo with some friends. Through the discussion I ended up switching sides from being “for sprint” to being “against sprint.” The reason is simple. When every Spartan always has access to increased mobility, the maps must be designed in such a way to balance that. If you take a Halo 1, 2, or 3-style map and give everyone sprint, people just end up getting to cover too quickly, which means cover must be spread apart, and/or weapons have to do a bit more damage. Put another way, the maps where I feel like I wish I had sprint, it would be better to address it by having mancannons, teleporters, and so on.
> > > >
> > > > The question arises, how to innovate in classic Halo? New awesome things can definitely be added to Halo, it’s just better if they are items on the map rather than inherent abilities that map designers have to design around. For example, Ground Pound, instead of being an ability everyone always has, could be beefed up and incorporated into a power weapon, it could be a feature of a new Gravity Hammer-style weapon. As an analogy, the Spartan Charge existed in Halo 2 in this way in the form of the Energy Sword. In addition to weapons can be new Halo 3-style deployables and power-ups.
> > > >
> > > > This Youtube video says it better than I can, and highlights that innovating with items, weapons, and maps, rather than with abilities keeps the core of Classic Halo, while still being able to try new risky things. A lore reason could be given in that maybe this is an ODST or a Marine.
> > > >
> > > > he explains more:
> > > > How to Innovate Halo Without Changing its Formula - YouTube
> > >
> > > Why not start a petition to release new map packs for the old halo games. That solves it. The ones who want new experiences get new halo games. And the ones who wanna play old halo refreshed get refreshing content
> >
> > If someone has been playing those games for twenty years, how would some new multiplayer maps make them fresh experiences? The stories, gameplay, weapons, etc. have already been experienced.
> >
> > We want new games that build upon the original formula. We can already build new maps for the old ones.
>
> I hear you bud. But I got the og xbox on day 1 with halo. I got both halo 2 and halo 3 during the midnight release. Not everyone who has been playing the game for close to 20 years unwelcomes change. I’m a huge fan of the movement specifically the boost. The spartan charge not so much. However I see potential in the ground pound if it was reworked. I’d like to see the boost be relocated to the left trigger so its context sensitive. Allowing you to control your boost distance based on how far you depress the trigger.
> As far as what your saying I dont understand what you mean by “build” upon the formula. Enhancing gameplay is building. It sounds like you want more of the same with just a new campaign and graphical facelift to multiplayer. And to this I’ll go into depth because I actually wanted more map packs because I too like to go back and play the classics. But specifically i wanted 343 to complete the halo 2 anniversary edition and give us all the maps remastered. I was more than a little upset that they chose to drop reach. A game that was free with gold a long time ago over completing the h2a. H2a was the billed selling point for mcc when it was released and they owe the people who spent money on this game on day one the completion of it before they add $10 expansion games to it. Because h2a was what the majority of the players who actually ponied up the $60 day one cost of admission wanted to play.

I don’t want more of the same. There’s a difference between building upon a formula and scrapping everything to copy another. If you’ve played the original trilogy, you know that Bungie added to the games while not abandoning their identity. Dual wielding, vehicle hijacking, etc. are all examples of how to add to a franchise without just copying identity-altering trends.

Building upon your formula vs building upon another franchise’s formula.

> 2533274883501878;12:
> You grossly misrepresented what I said. I never called Halo 5’s base movement speed slow.

Sorry, my bad. Didn’t read your post well enough.

> 2533274883501878;12:
> The “early Halo games” I mentioned had a top movement speed closer to 100m in 28s, not 14s.

It’s 14.58 seconds to be precise for Halo CE, 2, and 3, 14.91 for Halo Reach and Halo 4.

> 2533274883501878;12:
> Halo 5’s Olympic runner able to sprint up to Cheetah speeds.

I’m afraid not quite Cheetah. More like Usain Bolt.

> 2533274883501878;12:
> Lowering the weapon while sprinting was a gameplay-ballancing mechanic for multiplayer. Same thing for limiting the Sprint duration. Personally I’d be fine with doing away with both limitations, but I at least know why they were put in the game.

Is there some developer interview where this is mentioned? I’ve never heard 343i citing this as the reason. My understanding has been that we are limited only because Sprint is a trendy mechanic. Balancing doesn’t really make sense to me, because if everyone moves at the same speed, there are no balance issues. It only makes sense for Reach where Sprint was an Armor Ability and had to be balanced with the others, but with Halo 5 343i were free to do whatever with movement speed.

> 2533274883501878;12:
> And having separate modes for moving while shooting, and booking it from point A to point B, allows for more precision when moving slowly while having the high speed still be manageable.

I’m sure a compromise could be found where the movement is still fast, but aiming isn’t too challenging for anyone. There are also other alternatives like filling the Sprint button vacancy with a walk button that’d make slowing down easier for those who prefer it. Or really, just keeping the Sprint button in the style of classic Doom, where all it does is make the player move faster.

EDIT:
To be fair, what I really think regarding the topic of this thread is that doing another FPS, or at least an FPS that resembles traditional Halo, is kind of a waste of a spin-off. I’d rather prefer spin-offs to explore different styles of gameplay than give players more of what they’re expecting.

> 2533274825830455;17:
> > 2533274883501878;12:
> > The “early Halo games” I mentioned had a top movement speed closer to 100m in 28s, not 14s.
>
> It’s 14.58 seconds to be precise for Halo CE, 2, and 3, 14.91 for Halo Reach and Halo 4.

Do you have a source for that? If so, I’d like to see it.

> 2533274883501878;18:
> > 2533274825830455;17:
> > > 2533274883501878;12:
> > > The “early Halo games” I mentioned had a top movement speed closer to 100m in 28s, not 14s.
> >
> > It’s 14.58 seconds to be precise for Halo CE, 2, and 3, 14.91 for Halo Reach and Halo 4.
>
> Do you have a source for that? If so, I’d like to see it.

Of course. For the original trilogy and Reach, see here (the description is also worth reading). For Halo 4, here, and for good measure Halo 5 here. All Halo games thus far use the same internal system of world units to which objects have historically been scaled such that one world unit corresponds to 10 feet (this is, e.g., consistent with the Warthog’s canon size). Thus the base speed in the original trilogy is 22.5 feet per second, while in Halo Reach and 4 it is 22.0 feet per second, and in Halo 5 it is 26.0 feet per second.

> 2533274825830455;19:
> > 2533274883501878;18:
> > > 2533274825830455;17:
> > > > 2533274883501878;12:
> > > > The “early Halo games” I mentioned had a top movement speed closer to 100m in 28s, not 14s.
> > >
> > > It’s 14.58 seconds to be precise for Halo CE, 2, and 3, 14.91 for Halo Reach and Halo 4.
> >
> > Do you have a source for that? If so, I’d like to see it.
>
> Of course. For the original trilogy and Reach, see here (the description is also worth reading). For Halo 4, here, and for good measure Halo 5 here. All Halo games thus far use the same internal system of world units to which objects have historically been scaled such that one world unit corresponds to 10 feet (this is, e.g., consistent with the Warthog’s canon size). Thus the base speed in the original trilogy is 22.5 feet per second, while in Halo Reach and 4 it is 22.0 feet per second, and in Halo 5 it is 26.0 feet per second.

The source I looked at had very different results, but I’m fine discarding it, because even if we go with your numbers, for a 7ft tall supersoldier with enhanced strength, speed and reflexes, running at a speed comparable to many modern day highschool athletes is still really slow, especially when that supersoldier is trying to get to cover from sniper fire.