Sprint: The community is obviously split over whether or not Sprint should be in Halo 5. However, 343i seems fixed on keeping Sprint and at the end of the day they make all content decisions for the Halo franchise. Having said that, 343i will still need to make some changes if they are going to make Sprint appealing to the majority of the Halo community. Having read through the masses of sprint related forums, the two main complaints players have with Sprint is that it stretches maps and causes cat and mouse chases between Spartans. There really isn’t any way to prevent maps from being dilated (at least not without removing Sprint), however, cat and mouse chases can still be avoided with the right balances. A plausible option would be to implement a mechanic that slows down players as their shields deplete. For example, if a player’s shields were full they would be able to sprint at full speed, however, if their shields were at 50% they would only sprint at half-speed and if the player had no shields they wouldn’t be able to sprint at all. Spartan Abilities, such as Slide, could still be used so long as the player retained some shield health, however, the range of the Spartan Ability would be proportional to the amount of shield health the player currently had. This change should make Sprint a viable addition to Halo 5.
Note that all 343i’s balances will be removed with the exception of the balance allowing players to knock someone out of sprint within the first second.
UPDATE: Why these solutions should be implemented
Map dilation: It is undeniable that sprint will dilate Halo 5’s multiplayer maps. However, with my sprint system implemented map dilation will be less intense. The reason maps are so stretched currently is because players can achieve a maximum sprint whenever they want. However, if my system were to be implemented players would be restricted from sprinting at max speed continually and therefore maps could be reverted back to an acceptable size.
Over-Nerfing: Many people are worried that sprint will be nerfed to oblivion and that its function will therefore be impeded, breaking the mechanics of the game. However, this is not an issue with my solution. In fact the way it functions is quite simple. For example, if I have full health and begin to sprint I will sprint at full velocity. Then say I am shot by a DMR. One shot would take around 25% of my shields. Now I will only sprint at 75%. However, say my opponent is killed and I continue to sprint. As my shields recharge I will begin to sprint faster.
Strategy: Many people dislike sprint because it involves no strategy, meaning players can simply run and gun without any consequences. My system prevents that too. For example, if I am shot by a Battle Rifle I will sprint significantly slower, allowing my opponent to finish me off easily if I continue to sprint. In order to prevent such an occurrence I would have to be more cautious when sprinting.
Lack of Gun Play: Many people complain that sprint takes away from gun play because your gun is lowered while sprinting. However, say I was hiding behind cover with low shields. If I tried to sprint away I would be too slow and would surely be killed. However, if I “walked” out and actually engaged my opponent I would have a better chance or surviving. This would encourage more gun play and more strategy (reinforcing my previous point).
Canon: Many people have claimed that Spartans can run super fast so why can’t they sprint. Its a bad argument, but it’s a point nevertheless. However, like 343i current (flawed) system, sprinting would still be tied to a player’s shields. Thus canonically my system would be applicable as well.