Teleporter as Equipment

In recent games the man cannon has sort of come to replace the teleporter for certain gameplay reasons but I do think both forms of fast travel can coexist in Halo, and have.

I was trying to think of a way to reincorporate teleportation into Halo as it was a huge part of the original games, while understanding that it’s usually actually more fun and balanced to physically fly through the air from one point to another rather than just zapping there.

So I wondered how teleportation could instead be made tactical. Certain 343i maps (like Remnant in H2A) have teleporters that can be activated for short amounts of time to give a small tactical advantage. This probably works better overall than having a permanent warp point but how could it be taken even further? Well, what if we made the teleporter an equipment item where you’d place the first location - some sort of forerunner node or something like that - and wherever you placed the second there would be a temporary gate activated. Imagining this would work similar to Symmetra‘s teleporter ability in Overwatch.

Then of course there are other interesting ways to mess around with teleportation, like the teleporter gun system in Portal, or a blink system similar to 2007s Shadowrun. But I think overall a teleporter as equipment is the most true to form and potentially could be used to great fun. Yay/nay?

Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.

I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.

> 2533274810177460;2:
> Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.
>
> I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.

That’s a great point about game types like CTF. However one point of counter balancing would be that it’s two-way: yeah you can get your guys into enemy territory quickly with the teleporter, but they can do the same thing, by using your gate to move their dudes into your zone, which is sort of an innate balancing result. I think this could honestly work.

> 2533274838687111;3:
> > 2533274810177460;2:
> > Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.
> >
> > I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.
>
> That’s a great point about game types like CTF. However one point of counter balancing would be that it’s two-way: yeah you can get your guys into enemy territory quickly with the teleporter, but they can do the same thing, by using your gate to move their dudes into your zone, which is sort of an innate balancing result. I think this could honestly work.

It really depends how long the teleporter lasts. While you can coordinate with your team through chat, the enemy has to first react to your team appearing all at once, defeat you, then find and use your teleporter before it disappears. More often than not only a couple of enemy players will even be close enough to use it, much less beat a full team appearing all at once.

The alternative is that it acts like a one-time-use teleport for you, and you alone. If that’s the case it would be awesome if you can throw the destination like a grenade and use it as either a retreating option, placing it somewhere safe before you engage, or as an advancing option, chucking it somewhere you need to be to make a push and using it instantly.

Also wouldn’t it be just awesome to chuck it into the sky at a Banshee, then suddenly appear in the air next to it for a skyjack?

> 2533274810177460;4:
> > 2533274838687111;3:
> > > 2533274810177460;2:
> > > Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.
> > >
> > > I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.
> >
> > That’s a great point about game types like CTF. However one point of counter balancing would be that it’s two-way: yeah you can get your guys into enemy territory quickly with the teleporter, but they can do the same thing, by using your gate to move their dudes into your zone, which is sort of an innate balancing result. I think this could honestly work.
>
> It really depends how long the teleporter lasts. While you can coordinate with your team through chat, the enemy has to first react to your team appearing all at once, defeat you, then find and use your teleporter before it disappears. More often than not only a couple of enemy players will even be close enough to use it, much less beat a full team appearing all at once.
>
> The alternative is that it acts like a one-time-use teleport for you, and you alone. If that’s the case it would be awesome if you can throw the destination like a grenade and use it as either a retreating option, placing it somewhere safe before you engage, or as an advancing option, chucking it somewhere you need to be to make a push and using it instantly.
>
> Also wouldn’t it be just awesome to chuck it into the sky at a Banshee, then suddenly appear in the air next to it for a skyjack?

Dude yes! You could use that item in soo many different ways. That’s a completely different way to use teleport that I hadn’t thought of and it would absolutely be cool, kind of like Sombra’s translocator from Overwatch. I think that could work in Halo but I still feel like the ability to connect a two-way teleporter could be a useful equipment item. i suppose they could both work in unison as they fill slightly different niches.

Honestly, I’d be so down for this. Imagine activating a teleporter mid-air, jumping through, and grapple shotting someone! I can already picture the mediocre youtube montages! But it would be a mess in multiplayer so limit it to a specific playlist for action sack, forge, campaign, and customs.

As a one use teleporter it could probably work really well as equipment. CTF should definitely not have it for obvious reasons but imagine you’re playing King of the Hill, you’re on the hill uncontested, and someone pops up and throws a teleporter at you and sends you to the other side of the map. Honestly sounds hilarious.

> 2533274863380818;7:
> As a one use teleporter it could probably work really well as equipment. CTF should definitely not have it for obvious reasons but imagine you’re playing King of the Hill, you’re on the hill uncontested, and someone pops up and throws a teleporter at you and sends you to the other side of the map. Honestly sounds hilarious.

Yea tricks like this would be pretty fun to figure out and implement.

I think it would teleport a couple of feet away, substantial enough to get you out of trouble

> 2535431751471835;6:
> Honestly, I’d be so down for this. Imagine activating a teleporter mid-air, jumping through, and grapple shotting someone! I can already picture the mediocre youtube montages! But it would be a mess in multiplayer so limit it to a specific playlist for action sack, forge, campaign, and customs.

I’m imagining a poorly cut low rez montage set to the ‘Blow Me Away’ by Breaking Benjamin and loling

Maybe like the prometheans in H4 who teleported themself when they were hit, it could be an option to teleport somewhere else, but you don’t know where exactly. In that way, the player who teleport himself is still in dificultie.

> 2533274838687111;3:
> > 2533274810177460;2:
> > Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.
> >
> > I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.
>
> That’s a great point about game types like CTF. However one point of counter balancing would be that it’s two-way: yeah you can get your guys into enemy territory quickly with the teleporter, but they can do the same thing, by using your gate to move their dudes into your zone, which is sort of an innate balancing result. I think this could honestly work.

They could do the same thing in theory but that also depends how many teleporters you want to have on the map at one time.

Equipment in Infinite is a pick up like in older Halo’s. Do we want 2 teleporters on a map and have players using those often or something I prefer would be to have one almost as if it’s a power weapon.

I feel like having a bunch of teleporting players on the map would just break the flow of combat a bit too much for me. Feels a bit too much like a get out of jail free card to me.

> 2533274865778947;12:
> > 2533274838687111;3:
> > > 2533274810177460;2:
> > > Personal teleporters would be a cool equipment for sure. And it would fit a unique niche, allowing either yourself to make a quick, but risky escape (as your enemies would have a short duration to follow you) or as a means of rapid transportation for your team with good communication.
> > >
> > > I’m all for it. Though it may be limited in matchmaking, probably best if doesn’t appear in certain objective modes like CTF for obvious reasons. But in Slayer, or modes like King of the Hill it likely wouldn’t hurt the balance too much. One rush followed by a spawn flip, or one effective push to gain hill control for a time aren’t game-breakers.
> >
> > That’s a great point about game types like CTF. However one point of counter balancing would be that it’s two-way: yeah you can get your guys into enemy territory quickly with the teleporter, but they can do the same thing, by using your gate to move their dudes into your zone, which is sort of an innate balancing result. I think this could honestly work.
>
> They could do the same thing in theory but that also depends how many teleporters you want to have on the map at one time.
>
> Equipment in Infinite is a pick up like in older Halo’s. Do we want 2 teleporters on a map and have players using those often or something I prefer would be to have one almost as if it’s a power weapon.
>
> I feel like having a bunch of teleporting players on the map would just break the flow of combat a bit too much for me. Feels a bit too much like a get out of jail free card to me.

This item actually makes a lot of sense for Infinite because we’re back to H3-style disposable equipment, rather than like armor abilities on a cooldown. There’d still be a lot to consider when balancing. The duration the portal stays open, whether or not it’d be destructible, how many are available on the map, what the respawn is set at etc. It could be implemented without breaking or cheesing the game.

Its something interesting to think about but with how important movement is with power weapon locations and objectives I don’t see this being balanced even if you made it large and destructible just would hurt the flow to much in my opinion.

I remember hearing that 343 had an idea for a teleporter device as an armor ability back in Halo 4. While I’m open to the idea, I got my doubts it would appear since it could potentially cause some balancing struggles especially if featured in multiplayer.