I want to talk about why equipment appeals to me and why I think Armor Abilities should become equipment in Halo 5.
Equipment was close to perfect in my opinion. I never really found it to be overpowered, and it respected the gameplay principles that Halo had established.
If you are a fan of AA’s and don’t quite understand the appeal of equipment, then please read on…
The Adrenaline Rush
I still remember running for the Bubble shield on Valhalla and getting that horrible (but awesome) feeling that I was going to be sniped or lasered before I could reach it. Then I would get it and it would be such an adrenaline rush and such a relief to know I was safe.
You just don’t get that with AA’s. If only they could be on the map and you had an adventure and a bit of risk to get to them.
You would also appreciate them more as they would be limited and only a one time use.
Imagine, for example, that autosentry was on top of the hill in Ragnarok as a pickup. You could run to it, deploy it quickly and then run to cover, getting ready to shoot the enemies as they approached.
It would be an adrenaline rush to know that someone was possibly running to do the same thing.
Balance and Competitiveness
From a competitive point of view, equipment is more balanced and created opportunity for more skill to be used.
When equipment is placed on the maps, only one player can have each individual equipment at a time, whereas with AA’s, everyone will have something at all times.
In this sense, the benefit of equipment is that players will have to fight for it, which creates more room for competitiveness.
Give Me That! That’s My Equipment!
Another cool thing about equipment is that you can chase a player that has taken something that you wanted to get. It’s that lighthearted competitiveness that I love. GRR GIVE ME BACK MY TRIP MINE!
Just another thing that AA’s don’t allow for, there’s a sense of vulnerability and protectiveness that is lost when you know you will always have it.
Value vs Variety
With equipment, there will be less people using it throughout the game, meaning less chaos. I hate to use this example over and over, but think Team Rockets vs Team Slayer on a map that has Rockets on it.
How much more do you value the Rockets when you have picked them up in a normal Slayer game, than you do in Team Rockets? Well, compare that with Armor Abilities, and is it any wonder that they are so unappreciated as they are? Think of the potential.
I know that one of the reasons people have for liking AA’s as loadouts, is that there is more variety in the gameplay when everyone is using different AA’s all the time.
I think of the gameplay as more colourful in this way, just as Fiesta is naturally more colourful than Slayer, or slightly more colourful than Infinity.
But on the other hand, we have the higher value that we give to equipment due to it not making an appearance during almost every encounter. As people in favour of equipment over AA’s, we appreciate this ‘value’ aspect far more than any variety that AA’s create for the game.
Map Movement
Another positive gameplay element which equipment encourages, is map movement. In order to get to the equipment, we have to safely make our way there. It’s like a little adventure filled with possible risks along the way (as I mentioned earlier). Going for the equipment moves people around the maps in ways that are not encouraged as much with AA’s. You don’t have to plan a journey somewhere if you have it by default.
Customize Your Game Plan
This is something that isn’t often talked about, but is something that happens in my head which made Halo more fun for me.
With weapons, powerups and equipment placed on the maps, you get to plan your game as you are waiting to get started. You can say to yourself (or your team), “right, first I’m going to follow this route and do these jumps to quickly get to ability x, then I’m going to run to the base and get in position to defend…”
It’s fun to have a little plan and to see how it works out, and you can always come up with new plans in your head to see how well they work.
Map pickups only work to enhance that side of Halo. You could almost say they they create more “customization” options for your game plan.
Creativity
The final advantage I believe that equipment has over AA’s is that, due to appearing more rarely during encounters and having to be fought for, it would give 343 the opportunity to be far more creative with the equipment.
They wouldn’t have to be worrying about balance in exactly the same way as with AA’s. They wouldn’t be as restricted with what they can do with equipment.
In the future, I would like to see abilities/equipment be taken to new levels that we haven’t seen before. I want new toys to play with and I don’t want them to be limited to what will work as loadouts.
As much as people like to think that keeping AA’s as loadouts will be more new and fresh for Halo, I really think that in order to move forward and go to new places, they need to first be put back on the maps.
I hope this gives a good idea of why I believe equipment/map pickups are a better option for the future Halo games.