The Implementation(s) of AAs in MP

Everything started with Halo 3’s introduction of equipment.
A tool that allowed the player to enhance him/herself with an advantage via an effective activation/use of it.
It was indeed a nice addition to Halo’s multiplayer gameplay but nothing more than that.
Equipment did not have a significant impact on the overall gameplay. How games or maps played or how they were designed did not change. It did not really matter if you played with or without Equipment.
The reason for that is that Equipment was a downgrade of the actual concept. The concept was downgraded to an extremely limited temporary and situational advantage that had to be obtained on the map what limited it even more.

Reach built upon H3’s Equipment and introduced Armor Abilities.
Selectable tools at spawn that enhance the player with a specific advantage with unlimited uses and in combination with a recharge time.
Reach made AAs a more significant part of the game but they were still not an inherent part.
How games or maps played has suddenly changed but how they were designed has remained the same.
Reach’s implementation of AAs did receive a lot of negative feedback in comparison to H3’s Equipment. But why?
Of course there was a lot of imbalance among the different AAs and individual flaws as well but I think the main reason was that the gametypes and maps were simply not designed for them. Especially AAs that enhance movement (Sprint, Jetpack) attracted a lot of negative attention, became “annoying”, “overpowered” or “gamebreaking” simply because they were not considered when designing a map or gametype.
H3’s Equipment did not attract the same attention like Reach’s AAs (even though the game wasn’t really designed with it as well) because its impact on the game was simply too minor and restricted.
I.e.: You can abuse/break maps with a Gravlift in the same way like you can with Jetpack, the only difference is that with the Equipment you can abuse/ break it only once and perhaps even only once per game while the AA allows you unlimited freedom in that regard.

So, we have seen two different versions of the same flawed implementation of equipment/AAs, in my opinion.
I think the issue is that the concept of equipment/AAs has been treated as an additional element of the game instead as an inherent element.
The game (gametypes/maps) has to be designed for them or rather they have to be considered when you design it.
They have to become important context when you want to make them work well and develop their full potential.

What I want to say with that is that I think that you have to implement AAs into the design progress and not add them later to the result additionally.
I.e.:
You design a map with Jetpack as a main context.
The result will be that the AA Jetpack isn’t a limited temporary and situational advantage anymore but an inherent part of gameplay on that map. It became a necessity to move around and for effective combat.
Of course other AAs won’t work with such a map but it would work extremely well with the correct AA(s) (in this case Jetpack) and it will create an unique and interesting experience.

I intentionally picked an AA that enhances movement as an example because they have a direct impact on map design, hence two different “movement AAs” cannot coexist with each other or with different AAs in general (except you make the movement AA a default ability) as selectable options on the same map.

What I think Reach did right was the preset AA selection at spawn but it offered/allowed the wrong AAs for the wrong maps and gametypes (but of course they weren’t really designed for them anyway).
So, instead of that it should be a correct preset AA selection at spawn for the maps and gametypes that have been designed with them in mind.
Of course AAs would still need individual tweaks (active duration, recharge duration, amount of uses, effects, weak points, trade-offs, visual clues, etc.), what can be achieved later on as well though, but as long as the concept of AAs isn’t implemented properly you can tweak them individually as much as you want but you still won’t get a proper result.

In conclusion, I think Armor Abilities should become an inherent part of the game design, instead of an additional element, to achieve a proper development of their full potential and to take the game experience to another level.

Feel free to state your opinion on my opinion or your opinion on the subject in general.

I feel like equipment in Halo 3 was mostly perfect. Not necessarily each item was perfect, but the general implementation of equipment. This is because equipment was implemented in a way that really fit the balanced and arena nature of Halo. Every item spawned on the map on a timer, just like all the weapons. This means that in any given match, all players have access to them. They also were one time use only, which prevented them from being overpowered.

Think about it, what’s the most annoying thing about armor abilities in Reach and Halo 4? It’s people’s ability to spam them; their ability to spawn with them every single time and then use them over and over.

Imagine if active camo was an equipment item rather than an armor ability. No one would camp in corners with the sniper or shotgun the entire match if they only got to use AC once. They’d run out into the map and make it count.

Even armor lock wouldn’t have been that annoying if you could only use it once and couldn’t just spawn with it.

I fail to see where equipment items were a flawed concept. The only one that let people do anything even vaguely “game breaking” was the portable grav lift, and even then it was about 600% less game breaking than the jet pack. It was a map pickup that wasn’t even on a lot of maps. People would have to pick a map that had it, fight their way to it, fight their way to a hiding spot, and then not miss their one shot to jump up to it. All of these things coming together was so unlikely I don’t think I can remember more than one or two times someone used the grav lift to go somewhere they shouldn’t have in the four years I played the game.

In summary, I think equipment was a great arena-style implementation of the concept that became flawed when it turned into armor abilities, which are destined to be overpowered by letting people spawn with the same ability and then use it forever, essentially allowing the player to spam the same annoying ability (think about Active Camo, Promethean Vision, Jetpack, and Armor Lock) over and over.

>

I can follow all of your points.

But I am not addressing or arguing if it is better to place Equipment/AAs on map or make them available/selectable at spawn.
I am addressing that Equipment as well as AAs have never really been an inherent part of the game but simply an addition what causes the issues in first place in my opinion.

Equipment and AAs share the same concept but basically they were both implemented the same way into the game but just in another version.
They were both implemented as additional parts of the game, the only difference is that Equipment is placed on map while AAs are available at spawn.
Now imagine we would turn AAs into single use abilities as well.
The affects on gameplay and map design would be only slightly more stronger than that of Equipment because there are more circumstances that could prevent an effective/abusive use when you place something on the map.
It doesn’t matter if you would place an ability like Jetpack on the map or make someone spawn with it. It will still break the game/map when the game/map is not designed with it in mind, only to a different extent.

I mean, for example weapons are inherent parts when designing gametypes or maps but Equipment/AAs have never been that, hence they do not harmonize with the game (of course Equipment did harmonize in a way but only because its impact was so minor in comparison to AAs’).

So what I am aiming for is that I think that the concept of AAs/Equipment should become an inherent part of the game, an inherent part of its design.

To pick up on my example in the OP to make it more specific:
When you design a map not only with certain weapons, vehicles or gametypes in mind but also with (a) certain AA(s), in this case Jetpack, the ability won’t become annoying nor gamebreaking but will be a truly harmonizing element because it became an inherent part of the gameplay on that map.

> >
>
> I can follow all of your points.
>
> But I am not addressing or arguing if it is better to place Equipment/AAs on map or make them available/selectable at spawn.
> I am addressing that Equipment as well as AAs have never really been an inherent part of the game but simply an addition what causes the issues in first place in my opinion.
>
>
> Equipment and AAs share the same concept but basically they were both implemented the same way into the game but just in another version.
> They were both implemented as additional parts of the game, the only difference is that Equipment is placed on map while AAs are available at spawn.
> Now imagine we would turn AAs into single use abilities as well.
> The affects on gameplay and map design would be only slightly more stronger than that of Equipment because there are more circumstances that could prevent an effective/abusive use when you place something on the map.
> It doesn’t matter if you would place an ability like Jetpack on the map or make someone spawn with it. It will still break the game/map when the game/map is not designed with it in mind, only to a different extent.
>
>
> I mean, for example weapons are inherent parts when designing gametypes or maps but Equipment/AAs have never been that, hence they do not harmonize with the game (of course Equipment did harmonize in a way but only because its impact was so minor in comparison to AAs’).
>
> So what I am aiming for is that I think that the concept of AAs/Equipment should become an inherent part of the game, an inherent part of its design.
>
> To pick up on my example in the OP to make it more specific:
> When you design a map not only with certain weapons, vehicles or gametypes in mind but also with (a) certain AA(s), in this case Jetpack, the ability won’t become annoying nor gamebreaking but will be a truly harmonizing element because it became an inherent part of the gameplay on that map.

I’m not sure that would help. Making maps with particular abilities in mind won’t necessarily negate the annoyance of those abilities. It might just make the maps worse. Look at sprint. In Reach it was an AA and they designed maps with it in mind, which usually involved making all maps a lot bigger (they did the same thing in Halo 4). Halos Reach and 4 have had by far the worst fan reception in regards to their maps.

My point is that designing maps to work with inherently broken abilities isn’t going to fix the abilities. It’s just going to make for broken maps.

> I’m not sure that would help. Making maps with particular abilities in mind won’t necessarily negate the annoyance of those abilities. It might just make the maps worse. Look at sprint. In Reach it was an AA and they designed maps with it in mind, which usually involved making all maps a lot bigger (they did the same thing in Halo 4). Halos Reach and 4 have had by far the worst fan reception in regards to their maps.
>
> My point is that designing maps to work with inherently broken abilities isn’t going to fix the abilities. It’s just going to make for broken maps.

Well, I think it would help but probably not for all of the current ones nonethless. It’s a valid concern.

I’ve looked many times at Sprint. You can make it work with Halo’s gameplay and maps but you have to adjust more than the ability eventually adds or offers, what makes it one of those rather questionable abilities to implement in Halo’s MP.
As a movement ability Sprint doesn’t work as a theme for a map like Jetpack or Thruster Pack for example, which offer the necessary possibilities to design specific elements for them (platforms, levels, trickjumps, vertical/aerial gameplay, etc.)to make them work as an inherent and harmonizing part of the game.

And of course when a mechanic or item is inherently broken then there is nothing that will fix it anyway, not even good map design, but I think that is not the case for the most part.

> > I’m not sure that would help. Making maps with particular abilities in mind won’t necessarily negate the annoyance of those abilities. It might just make the maps worse. Look at sprint. In Reach it was an AA and they designed maps with it in mind, which usually involved making all maps a lot bigger (they did the same thing in Halo 4). Halos Reach and 4 have had by far the worst fan reception in regards to their maps.
> >
> > My point is that designing maps to work with inherently broken abilities isn’t going to fix the abilities. It’s just going to make for broken maps.
>
> Well, I think it would help but probably not for all of the current ones nonethless. It’s a valid concern.
>
> I’ve looked many times at Sprint. You can make it work with Halo’s gameplay and maps but you have to adjust more than the ability eventually adds or offers, what makes it one of those rather questionable abilities to implement in Halo’s MP.
> As a movement ability Sprint doesn’t work as a theme for a map like Jetpack or Thruster Pack for example, which offer the necessary possibilities to design specific elements for them (platforms, levels, trickjumps, vertical/aerial gameplay, etc.)to make them work as an inherent and harmonizing part of the game.
>
> And of course when a mechanic or item is inherently broken then there is nothing that will fix it anyway, not even good map design, but I think that is not the case for the most part.

I’m not a fan of sprint in Halo. It almost always results in maps being made huge, the base movement speed being lowered, and people constantly turning to run away in the middle of firefights.

But I agree that broken concepts are just inherently broken. Maybe we need something new. Maybe they should just ditch the whole equipment armor ability thing in favor of a new feature. Though after Halo 4 I’m not sure 343 is capable of coming up with anything new.

> I’m not a fan of sprint in Halo. It almost always results in maps being made huge, the base movement speed being lowered, and people constantly turning to run away in the middle of firefights.
>
> But I agree that broken concepts are just inherently broken. Maybe we need something new. Maybe they should just ditch the whole equipment armor ability thing in favor of a new feature. Though after Halo 4 I’m not sure 343 is capable of coming up with anything new.

I am not really a fan of Sprint in Halo’s multiplayer either because of what it does with the maps or rather what you have to do with the maps to make it work. But I don’t want to discuss Sprint in this thread since there is already a current thread for it.

Perhaps we need something entirely new but I think a new implementation of the concept would be more appropriated (and appreciated at least for my part) since we haven’t seen the full potential of it until now.

Currently the issue is that AAs/Equipment are nothing more than gameplay advantages instead of being inherent gameplay elements.
I think AAs/Equipment should be used as tools to create an entirely new or at least advanced, interesting and unique gameplay experience and not as tools to temporarily enhance the player and give him an advantage over his/her opponents, since that will always lead to certain and different extents/kinds of “annoyance”.

I am primarily aiming for the movement abilities (except Sprint) to become inherent parts since they offer so much potential for designing unique and inspiring maps and gameplay experiences.
But I think even something like Promethean Vision could have a place.
I.e.:
Imagine we change PV into something like an infrared vision but that doesn’t allow looking through hard surfaces.
And now we design a map with it in mind. The result would probably be a map that limits the vision of the player (fog, smoke, etc.) so you would need PV to spot enemies in certain areas or over certain distances. It would probably play quite interesting, especially with a gametype like infection.
In the end we would have changed PV from a former questionable advantage to an inherent part of the gameplay experience.

> > I’m not a fan of sprint in Halo. It almost always results in maps being made huge, the base movement speed being lowered, and people constantly turning to run away in the middle of firefights.
> >
> > But I agree that broken concepts are just inherently broken. Maybe we need something new. Maybe they should just ditch the whole equipment armor ability thing in favor of a new feature. Though after Halo 4 I’m not sure 343 is capable of coming up with anything new.
>
> I am not really a fan of Sprint in Halo’s multiplayer either because of what it does with the maps or rather what you have to do with the maps to make it work. But I don’t want to discuss Sprint in this thread since there is already a current thread for it.
>
> Perhaps we need something entirely new but I think a new implementation of the concept would be more appropriated (and appreciated at least for my part) since we haven’t seen the full potential of it until now.
>
> Currently the issue is that AAs/Equipment are nothing more than gameplay advantages instead of being inherent gameplay elements.
> I think AAs/Equipment should be used as tools to create an entirely new or at least advanced, interesting and unique gameplay experience and not as tools to temporarily enhance the player and give him an advantage over his/her opponents, since that will always lead to certain and different extents/kinds of “annoyance”.
>
> I am primarily aiming for the movement abilities (except Sprint) to become inherent parts since they offer so much potential for designing unique and inspiring maps and gameplay experiences.
> But I think even something like Promethean Vision could have a place.
> I.e.:
> Imagine we change PV into something like an infrared vision but that doesn’t allow looking through hard surfaces.
> <mark>And now we design a map with it in mind. The result would probably be a map that limits the vision of the player (fog, smoke, etc.)</mark> so you would need PV to spot enemies in certain areas or over certain distances. It would probably play quite interesting, especially with a gametype like infection.
> In the end we would have changed PV from a former questionable advantage to an inherent part of the gameplay experience.

I always thought a guardian remake with more foliage carbon dioxide and fog would be amazing.

I like where you’re headed OP. I actually have had an idea simmering in my head about AA’s/Equipment for a while after reading this thread, and it is radical, but hear me out.

We integrate Thruster pack in as a default player movement, taking the place of sprint on the controller, or taking B and restoring crouch to LS.

Or we integrate, (Flamesuit zipped up), Jetpack as a default ability for everyone, taking up LS or B, and rather than be a straight boost upward for 5 seconds it’s more of what we see Grunts do in Halo 4 with their methane tanks. Which is using small bursts of atmosphere to “super-jump”. Like a deployable grav-lift available to all, and once used it takes 20 seconds to recharge.

> I like where you’re headed OP. I actually have had an idea simmering in my head about AA’s/Equipment for a while after reading this thread, and it is radical, but hear me out.
>
> We integrate Thruster pack in as a default player movement, taking the place of sprint on the controller, or taking B and restoring crouch to LS.
>
> Or we integrate, (Flamesuit zipped up), Jetpack as a default ability for everyone, taking up LS or B, and rather than be a straight boost upward for 5 seconds it’s more of what we see Grunts do in Halo 4 with their methane tanks. Which is using small bursts of atmosphere to “super-jump”. Like a deployable grav-lift available to all, and once used it takes 20 seconds to recharge.

I have thought about how implementing Thruster Pack as a default ability (just like Sprint currently is) would affect the gameplay and map design as well. I even created a thread about that topic several weeks ago. So you don’t have to expect any flame for your idea from me at least. :smiley:

The only issue is when you implement one of the abilities, be it Thruster Pack or Jetpack in this case, as a constant default ability, every map would have to be designed with it in mind, what could potentially limit you in map themes and it would also mean that you could not really play the maps without the ability.

Because of that I think it would be better to make an ability only an inherent part of one or two maps for example.
So in the end you could have maps which each support and have incorporated a different default ability or even none for classic gameplay.
Of course it would likely mean that you would have to design more maps but each would at least be unique with its own interesting theme and experience.