The return of classic movement mechanics?

> 2533274945422049;1988:
> - transition from sprint to shooting/punching/throwing grenades is instant. only a bit of the momentum is kept (like after a mancanon jump) and the aiming speed takes a short time to get back to full speed ( to avoid zipping around corners and giving rushed players time to reacted)

That sounds awful and contra intuitive on a gameplay level, I understand you intentions but by doing this you nullify the instant sprint-shoot transition. Keeping a short delay might even feel better because you don’t have a sudden jumpg from “restricted aim speed” to “regular aim speed”.

> 2533274945422049;1988:
> - sprint is only 10% to 20% faster than bms in my proposition. this reduces map stretching while still making sprint usefull ( in halo, every second pof descissions counts)

I’m not 100% sure but I think the speed delta in H5 in just about 20%? Map stretching isn’t tied to a certain speed delta, but to 343’s decisions.

> 2533274945422049;1988:
> - sprint gives slow aim and reduced strafe acceleration ( similiar to the ghost speed boost). this makes it less usefull in small areas and direct combat. to the point that those things would not have to be designed with sprint in mind. sprint would only be usefull in long corridors or on open fields (like sprint behaves irl).

By doing this, you would essentially create “dead/traversial zones” within a level where people would simple rush through.

You’re bringing up some interesting ideas and concepts, but in the end, I don’t thing they would alter gameplay enough to make a difference. You did remove the (visual) wobbeling of the arms (which is a good start) but you would still have a separation between map traversal-moevement and combat-movement, seperated by you inability to aim properly after sprinting. Map strechting is still a matter of 343’s decisions.

And all of this still doesn’t answer my question, why you are so set on forcing sprint into the game? If we have to make all those changes, isn’t that a sign that, maybe, sprint just doesn’t fit?

> 2533274801973487;2002:
> > 2533274945422049;1988:
> > - transition from sprint to shooting/punching/throwing grenades is instant. only a bit of the momentum is kept (like after a mancanon jump) and the aiming speed takes a short time to get back to full speed ( to avoid zipping around corners and giving rushed players time to reacted)
>
> That sounds awful and contra intuitive on a gameplay level, I understand you intentions but by doing this you nullify the instant sprint-shoot transition. Keeping a short delay might even feel better because you don’t have a sudden jumpg from “restricted aim speed” to “regular aim speed”.
>
>
>
>
> > 2533274945422049;1988:
> > - sprint is only 10% to 20% faster than bms in my proposition. this reduces map stretching while still making sprint usefull ( in halo, every second pof descissions counts)
>
> I’m not 100% sure but I think the speed delta in H5 in just about 20%? Map stretching isn’t tied to a certain speed delta, but to 343’s decisions.
>
>
>
>
> > 2533274945422049;1988:
> > - sprint gives slow aim and reduced strafe acceleration ( similiar to the ghost speed boost). this makes it less usefull in small areas and direct combat. to the point that those things would not have to be designed with sprint in mind. sprint would only be usefull in long corridors or on open fields (like sprint behaves irl).
>
> By doing this, you would essentially create “dead/traversial zones” within a level where people would simple rush through.
>
> You’re bringing up some interesting ideas and concepts, but in the end, I don’t thing they would alter gameplay enough to make a difference. You did remove the (visual) wobbeling of the arms (which is a good start) but you would still have a separation between map traversal-moevement and combat-movement, seperated by you inability to aim properly after sprinting. Map strechting is still a matter of 343’s decisions.
>
> And all of this still doesn’t answer my question, why you are so set on forcing sprint into the game? If we have to make all those changes, isn’t that a sign that, maybe, sprint just doesn’t fit?

i tried to create a version of sprint sprint that can be largely disregarded in level design. like it wasn’t there at all and is not necrssarily needed (contrary to halo 4’s and 5’s sprint), so using it would give a new spin on the classic map design. example: stuck sn the middle of bloodgulch? sprint. nearing a fight? you better run normaly. ambushing someone? sprint, with the risk of running past.

it should behave like giving the player a new weapon on an old map to experience the classic game with new tools.
it shouldn’t behave like a new map with new tools bashed together to experience an old game.
than they could indeed just leave it at the old game.

the residual slowturn should speed up back to normal realy quickly. in miliseconds. it is there to avoid sprinting around corners by aborting sprint with punching to turn around on a dime. it also gives rushed players a chance to move out of the way of attacks (like shotgun or sword sprinting)

the reticule is always there, just with the h5 sprint indicator brackets around it. your gun moves a bit from side to side to visualize speed (maybe an inch)

the risidual slowturn and residual momentum can also be used to chain sprinting and short shooting intervals without loosing much speed or having abrupt changes in aiming speed. this further counters possible “traversal areas”, which would be very lazy design in the first place.

> 2533274801973487;2002:
> > 2533274945422049;1988:
> > - transition from sprint to shooting/punching/throwing grenades is instant. only a bit of the momentum is kept (like after a mancanon jump) and the aiming speed takes a short time to get back to full speed ( to avoid zipping around corners and giving rushed players time to reacted)
>
> That sounds awful and contra intuitive on a gameplay level, I understand you intentions but by doing this you nullify the instant sprint-shoot transition. Keeping a short delay might even feel better because you don’t have a sudden jumpg from “restricted aim speed” to “regular aim speed”
>
>
>
>
> > 2533274945422049;1988:
> > - sprint is only 10% to 20% faster than bms in my proposition. this reduces map stretching while still making sprint usefull ( in halo, every second pof descissions counts)
>
> I’m not 100% sure but I think the speed delta in H5 in just about 20%? Map stretching isn’t tied to a certain speed delta, but to 343’s decisions.

you can shoot instantly if you are sprinting, but this forces you to return to normal speed. the change from sprint aiming to normal aiming is not instantanious, but fast. this doesn’t mean aiming during sprint is impossible (the ghost boost turning rate is too slow, it is is just an analogy). the short delay gives other players a reaction window.

in halo 5 you can turn fast while sprinting. sprinting is therefor viable in every situation and the maps needed to reflect this. hslo 4’s had the same quickturn sprint without the scaled maps, leading to chaos.
the sprint i propose is deliberatly inviable in narrow map sections. i also tried to make it so there is no viability spike which forces you to sprint certain areas (fluid scaling of viability with distance and linearity). forcing this kind of sprint, which is designed to be situational (just like weapons or vehicles) everywhere would indeed be disasterous.

it is created to give a new spin on the old sandbox, not not replace it.

> 2535410737759849;1999:
> If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO

On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.

> 2533274894112092;2005:
> > 2535410737759849;1999:
> > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
>
> On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.

and sprint shouldn’t be a necessity in halo.
my aforementioned sprint/movement mechanics proposal would not be necessary for halo, but might be a “nice to have” option. like a new vehicle or weapon would be.
classic halo does not need fixes ( aside some bugfixes, a bigger FoV, Updated graphics ( for the sales) and maybe a slightly faster bms) but some additions could be benifitial. But only those that do not break the core experience ( deliberate sandbox arena like shooter).

Halo 4 was a “tactical arena like loadout shooter”, completely missing the core of halo’s gameplay: sandbox gameplay and deliberate actions/movement.
Halo 5 faired a little better, being a “enhanced mobility sandbox like arena shooter”. it has back some of the sandbox gameplay back, but overemphasizes the mobility and arena aspects, but loosing some of its deliberacy of gameplay ( outside of pro- player circles).

my proposition would be a “kinetic sandbox arena like shooter”, being deliberate in movement and actions, but having a kinetic base for those actions.

honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited

> 2533274979619629;2007:
> honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.

it is important to learn from the past.

halo 4’s sprint was poorly implemented.
sprint insprint in halo would need to have:

  • instant ability to use weapons, no delay

  • slowturn/slowstrafe during sprint

  • residual momentum if sprint is ended

  • non instant but dasr return to normal aiming speed

  • halo 5’s “sprint dropout if not max speed”

  • slowed down shield recharge during sprint

  • limited time of use is optional

  • the sprint speed should only be 10% to 20% faster than bms

> 2533274894112092;2005:
> > 2535410737759849;1999:
> > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
>
> On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.

Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.

> 2533274945422049;2008:
> > 2533274979619629;2007:
> > honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.
>
> it is important to learn from the past.
>
> halo 4’s sprint was poorly implemented.
> sprint insprint in halo would need to have:
>
> - instant ability to use weapons, no delay
> - slowturn/slowstrafe during sprint
> - residual momentum if sprint is ended
> - non instant but dasr return to normal aiming speed
> - halo 5’s “sprint dropout if not max speed”
> - slowed down shield recharge during sprint
>
> - limited time of use is optional
> - the sprint speed should only be 10% to 20% faster than bms

i like how in H5 you can’t recharge your shields when sprinting… its a good way to counter a quick retreat

> 2535410737759849;2009:
> > 2533274894112092;2005:
> > > 2535410737759849;1999:
> > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> >
> > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
>
> Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.

The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.

> 2533274979619629;2010:
> > 2533274945422049;2008:
> > > 2533274979619629;2007:
> > > honestly… i think the past should stay in the past… or they could make sprint act like H4s, where it is limited.
> >
> > it is important to learn from the past.
> >
> > halo 4’s sprint was poorly implemented.
> > sprint insprint in halo would need to have:
> >
> > - instant ability to use weapons, no delay
> > - slowturn/slowstrafe during sprint
> > - residual momentum if sprint is ended
> > - non instant but dasr return to normal aiming speed
> > - halo 5’s “sprint dropout if not max speed”
> > - slowed down shield recharge during sprint
> >
> > - limited time of use is optional
> > - the sprint speed should only be 10% to 20% faster than bms
>
> i like how in H5 you can’t recharge your shields when sprinting… its a good way to counter a quick retreat

the slowed down recharge i mentioned should behave so that after crossing 2/3 of valhalla on foot (from the seaside banshee to the rock arch ) your shields would be back up. this is nearly no shield regeneration, but could practical for campaign and btb.

> 2533274894112092;2011:
> > 2535410737759849;2009:
> > > 2533274894112092;2005:
> > > > 2535410737759849;1999:
> > > > If Infinite has big maps( Which it looks like it does) then they should definitely keep sprint IMO
> > >
> > > On big maps we’ve always had access to vehicles, teleporters, I think some maps like sidewinder even have shortcuts, and of course Halo 3 introduced man cannons. Even on big maps, I still don’t see sprint as a necessity.
> >
> > Actually, you’re right! Now that I think of it, it could and will work if they do it again! I think I’ve been playing to much Halo 5 lately and not enough MCC lol. However I stand with Echo p q on this one. Sprint does not have to be a necessity, but it can be changed, and it would be nice to have… I don’t care if they do or do not add it, but on the contrary to your point. What if you lose your vehicle somehow? What do you do? In classic Halo, I have certainly had this happen( My brother loved getting rid of non-air vehicles for some reason, and he would always find a way to do it) You know what I did when that happened? WALKED the entire way. Now don’t get me wrong, I don’t think sprint is a necessity, but it does get really boring when you have to walk everywhere on silent cartographer. I think sprint would be nice to have for moments like those, and I wouldn’t mind if it was gone entirely. But (Like Echo said) 343i can change sprint into something new, and it would be completely innovative and it could be Halo still.
>
> The silent cartographer has two warthogs, and if I remember correctly warthogs are indestructible in Halo CE. Your brother may have liked to get rid of ground vehicles, but that doesn’t change the fact that the devs provided the means to traverse the level quickly.

My main point in the above post was that 343i could completely change the expectations for sprint, they could be completely new and innovative, meaning they could still be Halo, just look at what Echo is doing, that is what 343i could do to transform sprint.

> 2535418288909351;1986:
> Does anyone else agree that they should keep the ability to hop from the driver’s seat of a Warthog to the gunner’s with the press of a button? It’s so useful when my gunner gets killed and I need to defend myself.

This and stabalize are halo 5s best mechanics IMO ill be mad if they get removed. Honestly i think its pretty clear that sprint (and by extention charge) just has to go. Like ground pound and even thrust with a nerfed clamber i think us classic fans can get over if we can get sprint out and keep descope. I think thats a fair compromise between classic and new fans. I honestly kinda like ground pound its fun and dosnt break the formula imo tho it should burn your thrust charge. I started with reach and 4 but once i gave 1-3 a chance i realized how much better they played without sprint.

> 2533274829552618;2014:
> > 2535418288909351;1986:
> > Does anyone else agree that they should keep the ability to hop from the driver’s seat of a Warthog to the gunner’s with the press of a button? It’s so useful when my gunner gets killed and I need to defend myself.
>
> This and stabalize are halo 5s best mechanics IMO ill be mad if they get removed. Honestly i think its pretty clear that sprint (and by extention charge) just has to go. Like ground pound and even thrust with a nerfed clamber i think us classic fans can get over if we can get sprint out and keep descope. I think thats a fair compromise between classic and new fans. I honestly kinda like ground pound its fun and dosnt break the formula imo tho it should burn your thrust charge. I started with reach and 4 but once i gave 1-3 a chance i realized how much better they played without sprint.

Completely agree. Both of the versions of sprint that Halo’s tried to do (very short duration vs. unlimited) haven’t benefitted the gameplay in my opinion. I’d be happy with stabilizers and ground pound too, but clamber is definitely a mixed bag.

> 2535418288909351;2015:
> > 2533274829552618;2014:
> > > 2535418288909351;1986:
> > > Does anyone else agree that they should keep the ability to hop from the driver’s seat of a Warthog to the gunner’s with the press of a button? It’s so useful when my gunner gets killed and I need to defend myself.
> >
> > This and stabalize are halo 5s best mechanics IMO ill be mad if they get removed. Honestly i think its pretty clear that sprint (and by extention charge) just has to go. Like ground pound and even thrust with a nerfed clamber i think us classic fans can get over if we can get sprint out and keep descope. I think thats a fair compromise between classic and new fans. I honestly kinda like ground pound its fun and dosnt break the formula imo tho it should burn your thrust charge. I started with reach and 4 but once i gave 1-3 a chance i realized how much better they played without sprint.
>
> Completely agree. Both of the versions of sprint that Halo’s tried to do (very short duration vs. unlimited) haven’t benefitted the gameplay in my opinion. I’d be happy with stabilizers and ground pound too, but clamber is definitely a mixed bag.

stabilizers should need crouch to be pressed while zoomed in and being in the air. this would make stabilizers more voluntary to activate while removing crouch mashing to float forwards.
groundpound and spartan charge should be replaced by melees that get stronger with extra momentum. this combined with a downward thrust (monetum based thrusters) could behave like a manual groundpound. sprinting ( as described in one of my posts above) could alow for a spartan-charge-esque combination. ( medium fall speed + downward thrust should create roughly the same momentum as sprint+ forward thrust, resulting in higher melee damage)other combinations would work as well creating a completly new vector of possible melee combat.
clamber would neeed to have a shorter reach in every direction, making crouchjumps more viable and making crouchclamber a more prevelent combo. this would bring some more skill to mid level gameplay without affecting pro level gameplay.

short summerization of my sprint proposal:

sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional.

> 2533274945422049;2016:
> sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional.

At that stage I find myself asking the question; “What’s the point?”
It’s a small speed boost at the cost of a lot of things, that’s just the game mechanics.
I find myself pondering about the development resources that would be spent on this, as well as the “game benefits” it supposedly has.

> 2533274795123910;2017:
> > 2533274945422049;2016:
> > sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional.
>
> At that stage I find myself asking the question; “What’s the point?”
> It’s a small speed boost at the cost of a lot of things, that’s just the game mechanics.
> I find myself pondering about the development resources that would be spent on this, as well as the “game benefits” it supposedly has.

  • limited time is only optional, i think it would be a to big nerf too
  • the penality of slowaim/slowstrafe is not as extreme a the ghost boost, it is only included to crete a tradeof for extra speed and reduce the problem of sprinting around corners and sprinting inside small rooms.
  • 20% extra speed is more than enough for quicker map movement. halo’s gamplay relies on seconds of timing.
  • the golden triangle stays accessible at all times. due to the residual momentum you could chain sprinting and shooting pretty well.

the tradeoff for sprint is moved from “move vs. shoot” to “speed vs. agility”.

the code for this ability is just base code with different numbers and some lines to program the fluid change between those.

this version of sprint is designed to be unintrusive and situational, with a fluid increase of usefullness with distance and topographical linearity. it is ment to be able to work on classic map designs while giving them a new spin. just like a new weapon would. this version of sprint is not supposed to be a necessity like in halo 4 and 5, but an option to use with clear risks involved.

> 2533274945422049;2018:
> > 2533274795123910;2017:
> > > 2533274945422049;2016:
> > > sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional.
> >
> > At that stage I find myself asking the question; “What’s the point?”
> > It’s a small speed boost at the cost of a lot of things, that’s just the game mechanics.
> > I find myself pondering about the development resources that would be spent on this, as well as the “game benefits” it supposedly has.
>
> - limited time is only optional, i think it would be a to big nerf too
> - the penality of slowaim/slowstrafe is not as extreme a the ghost boost, it is only included to crete a tradeof for extra speed and reduce the problem of sprinting around corners and sprinting inside small rooms.
> - 20% extra speed is more than enough for quicker map movement. halo’s gamplay relies on seconds of timing.
> - the golden triangle stays accessible at all times. due to the residual momentum you could chain sprinting and shooting pretty well.
>
> the tradeoff for sprint is moved from “move vs. shoot” to “speed vs. agility”.
>
> the code for this ability is just base code with different numbers and some lines to program the fluid change between those.
>
> this version of sprint is designed to be unintrusive and situational, with a fluid increase of usefullness with distance and topographical linearity. it is ment to be able to work on classic map designs while giving them a new spin. just like a new weapon would. this version of sprint is not supposed to be a necessity like in halo 4 and 5, but an option to use with clear risks involved.

And as has been established before, the time to traverse a map is up to the map designer.
At this point you’re putting restrictions on a player moving at top speed, just to have restriction while moving at top speed, to have “a trade off”.
Why does there need to exist a trade off in the first place?

Myeah I’d argue that if you’re going to start having different types of strafe speeds as well as aim speeds based on your movement movement speed, which is / isn’t dependant on some other factor like activated / automatic, there are chances of getting some glitches / bugs in there, higher so than just increasing a parameter, say BMS.
But that’s just the coding, does it require a new animation? How will it be balanced? How long until they get the fluidity feeling right? How much testing will go into this system before they’re content with it?

If there has to be a risk with it, the strafe / aim speeds to me feel like they do need to be quite noticeable, and if the whole system is going to be situational, something that doesn’t quite ring well in my ears for a global player mechanic, though I’m tired, for a speed boost of max 20%, it’s at the point for me where sprint has been nerfed and redone so much, that it’s seriously time to cut it, instead of trying to shoe horn it in.

Edit: Would aiming be forced to 1-2 sensitivity or can I just jack my sensitivity up so it feels natural for me when I “sprint” and get the aim speed penalty?
Would strafing be slower than “default” non-sprint strafe speed?

> 2533274795123910;2019:
> > 2533274945422049;2018:
> > > 2533274795123910;2017:
> > > > 2533274945422049;2016:
> > > > sprint with slowturn/slowstrafe. weapons allways up. using weapons is instantly possible, but ends sprint. some residual momentum is kept (to avoid running around sharp corners) and the aiming speed/strafing speed accelerates back up to normal in a few milisecond ( gives rushed players a reaction window). if you are not at full sprint speed: being shot ends sprint. shield recharge slows down to a near halt during sprinting ( shields back up after 2/3 sprint through valhalla. implemented insted of no recharge for BTB). sprint is only 10% to 20% faster than normal run&gun ( insted of ~35% in H5). limited sprint time (linked to the thruster pack charge meter) is optional
>
> And as has been established before, the time to traverse a map is up to the map designer.
> At this point you’re putting restrictions on a player moving at top speed, just to have restriction while moving at top speed, to have “a trade off”.
> Why does there need to exist a trade off in the first place?

I tried to make this sprint mechanic specific and not extreme, so it can basicly be ignored in map design. this way sprinting would actually increase the overall speed of map traversal ( moving to contested areas, moving in open areas if no vehicle or movement map object is in reasonable reach) and create new ways of fighting.

> 2533274795123910;2019:
> Myeah I’d argue that if you’re going to start having different types of strafe speeds as well as aim speeds based on your movement movement speed, which is / isn’t dependant on some other factor like activated / automatic, there are chances of getting some glitches / bugs in there, higher so than just increasing a parameter, say BMS.

The sprint would be button activated of course ( holding the thruster buttoin down). automatic sprint would destroy gameplay indeed ( see Halo 2 sprint test).

> 2533274795123910;2019:
> But that’s just the coding, does it require a new animation? How will it be balanced? How long until they get the fluidity feeling right? How much testing will go into this system before they’re content with it?

the only animation would be a slight bobbing of your weapon from side to side ( maybe an inch) to convey speed and the appearence of the halo 5 sprint brackets around your crosshair.
i already described the balancing (the whole tradeoff thing). fine tuning can be done in a reasonable amount of time. things likle the “non full speed dropout” can be taken directly from halo 5. the sprint acceleration and top speed can be taken from halo online. only the slowturn/ slowstrafe during sprint would have to be tested from the ground up ( halo reach’s sprint could be the lower boundary for testing, a 50/50 mix of reach sprint and Halo 2 ghost boost could be the upper boundary).

> 2533274795123910;2019:
> If there has to be a risk with it, the strafe / aim speeds to me feel like they do need to be quite noticeable, and if the whole system is going to be situational, something that doesn’t quite ring well in my ears for a global player mechanic, though I’m tired, for a speed boost of max 20%, it’s at the point for me where sprint has been nerfed and redone so much, that it’s seriously time to cut it, instead of trying to shoe horn it in.

the 20% number is not set in stone, but it should be something around this number. the slowturn should only go to the extent that running around a corner on gurdian (for example) would result in running into a wall (like irl: sprinting in a small room is not a good idea). the residual momentum should do the rest to make sprint not as snappy as in halo 5 ( residual momentum: behaves like the taking of a few steps after landing from a mancanon jump).

judging on the overapplicability of sprint in current halos, i think my version will find enough situations to use it. remember: weapon can be instantly fired ( this end sprint and makes you return to bms in a few steps, but you can fire at any time)

> 2533274795123910;2019:
> Edit: Would aiming be forced to 1-2 sensitivity or can I just jack my sensitivity up so it feels natural for me when I “sprint” and get the aim speed penalty?
> Would strafing be slower than “default” non-sprint strafe speed?

aiming would be slowed down and tiny bit sluggish. you of course could jack up your sensitivity. but remember: when you fire, you end your sprinting and the normal movement resumes quickly, so your aim would likely be all over the place afterwards.

moving the movement ministick to far sideways during sprint ends sprint as well ( with all the residual momentum etc.). sprint would slightly reduce your sideways acceleration, not locking you into a straight forward movement, but you cant sprint diagonaly as fast as forward.

bms is the main movement speed. sprint is an extra. not a necessity. a “nice to have” option.

110% bms should be standart though.

Everyone I knew in my generation prefer the older mechanics. H1, 2, and 3 are plenty fast-paced enough. It’s that addictive formula of easy-to-learn, difficult-to-master. I don’t think H4’s “I wanna be there, NOW” type of movement added anything to the formula. I think it takes away aspects like map control, or just makes it difficult for all but the sweatiest, most caffeinated. It’s like Perfect Dark vs Goldeneye. They added alllll this crap to Perfect Dark, but it didn’t hold a candle to the addictive perfection that was Goldeneye.