The return of classic movement mechanics?

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> Idea:
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> You can choose which of the “movement” styles you want, but they come with pros and cons, and they are linked to which Gen of Mjolnir you choose to use. This would be chosen kind of like how you could choose whether to be Spartan or Elite in classic Halo games.
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> Gen 2 Mjolnir: Halo 4-5 movement stye. Comes with spartan abilities and sprint. However, it has weakened shields and/or lesser physical health. Can carry only 2 grenades of each type.
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> Gen 1 or Gen 3 Mjolnir: Classic movement stye. Faster base movement, no sprint, enhanced shields and/or armor, can carry up to 4 grenades of each type. No thrusters or spartan abilities or armor abilites. Perhaps even a higher max ammo capacity, but starts with the same ammo as the other Mjolnir type.
>
> I think it would be interesting to see a battle between people using this sort of setup. You could have faster, weaker people vs stronger, somewhat slower people.

No, when people are asking for classic movement, the last thing they want to see is a class system. In fact, based on how much loadouts got panned, the last thing anybody wants to see is a class system.

Honestly, I see no point in sprinting mechanics in most games these days, especially FPS. I keep thinking back to classic FPS games whenever the subject of sprint is brought up. I’ve been playing Halo CE and 2 a lot since their MCC release and I can say with absolute certainty that these games do not feel slow, namely because they’ve been designed to accommodate their specific movement mechanics. The same goes for any classic FPS game I can think of: DOOM, Quake, Unreal, Counter Strike, Half Life, Team Fortress, etc.

Whether or not a game without sprint “feels slow” is tied to a plethora of factors such as map design, default movement speed, FOV, enemy AI, and even whether or not you’ve gotten used to having sprint in a game. That said, if you’ve gotten used to sprinting by this point, which I assume a lot of people have, you will have no problem readjusting, especially if Infinite’s overall design and mechanics support the change.

I submit that sprinting is a pointless, lazy mechanic that is easy to implement but severely messes with a game’s core design and combat loop and serves as nothing more than a novelty. The only circumstance in which I would find it a viable implement is in a serious, gritty, war simulation game like Battlefield or even COD in some cases, but even then it is questionable. In Halo, sprinting is unnecessary and antithetical to the game’s core premise and has done next to nothing to improve and innovate upon previous entries in any meaningful way other than to give gamers an expectation to have it in every game they play for reasons I cannot fathom. If you want to move faster in Halo, you get in a vehicle, otherwise there is no need since the maps themselves shouldn’t make it a requirement outside large, open areas where vehicles become a more viable option.

Honestly, this insane focus on movement speed and “immersion” has become game design’s Achilles heel. People keep screaming for “muh immersion”, yet clearly don’t have the good sense to even realize what makes a game immersive in the first place. Adding a hydration mechanic for instance would make a lot of games more immersive yes, in theory, but ultimately pointless and not very fun in most cases. Immersion has more to do with tonal consistency and gameplay quality than anything else, so no, sprinting cannot be justified in this way.
When it comes to speed, this is where things get ridiculous. Modern day FPS players seem to have this idea that, the faster you’re able to move relative to everything else, the better the game is. “More skill required” supposedly, or some such nonsense. No. This is wrong and it’s most likely a sign that you play video games a fair bit more than any human being realistically should. You can have games in which speed is the main focus, but then you have games like Halo, wherein that certainly isn’t the case. Just hold your horses buckaroo, you aren’t SANIC.

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> > > > > > > Just make Halo 3 with tightened up weapons. Simple
> > > > > >
> > > > > > I don’t think I’d complain about that at all. Could make for some really sweaty multiplayer though…
> > > > > > Ultimately, I kind of hope sprint will stay, but without Spartan abilities (even though they’re sometimes fun). That way multiplayer will be fast and furious (no trademark infringement intended).
> > > > >
> > > > > Sprint doesn’t make Gameplay faster. That’s only in your head, idk why there isn’t a consensus on this.
> > > >
> > > > “One of the fundamental goals that we start with for the game is “immersion,” which I’ll just use as shorthand for creating and maintaining an active sense of belief on the part of the player in everything that they are experiencing. This unpacks to a lot more complexity than I am going to dive into, but at the most basic level we are trying to simulate the act of a bipedal hero moving through an environment from first person perspective. We want to convince the player that this illusion is true.” Josh Holmes, 2014 talking about Halo 5 Guardians.
> > >
> > > Thankfully Josh Holmes isn’t working on Halo Infinite.
> >
> > Here are some of my thoughts on how Halo changed for the worse (though it appears to be getting much better)
> >
> > Halo’s Decline and IllusionsThat’s the funny thing about H4 and “the Great Schism” (AKA when Halo began to go downhill…though some will say it was during Reach, but Reach feels much more Halo-y than 4 and 5 IMO). Halo began to divorce itself from the things that once made it Halo, and we are costantly being convinced in an illusion or simulated Halo. But when I go play Halo CE, Halo 2, or Halo 3…it isn’t an illusion, it’s very much real, genuine, beautiful. Halo 4’s campaign did have some cool moments, but 4 and 5 have, to me, a bit of a plastic, empty feeling sometimes. Art direction, music direction, gameplay…just don’t immerse me at times. It is good to see Halo back on track, though, and perhaps a partial, if not complete return to classic movement would only help Halo IMO.
> >
> > Halo’s Identity Shift from Military Sci-fi Shooter to Superhero GameAnother “fatal flaw” in Halo’s direction was the change in direction from military operator to hero/superhero. Notice Holmes’ use of “bipedal hero moving through an environment from first person perspective”. This seems, to me, to allude to a more superhuman, power-endowed superhero with all sorts of crazy abilities, and this is manifested in Halo 5’s movement and spartan abilities. The classic Halo games, though still intending Master Chief to be a Spartan, an elite warrior with a great armor suit, still have an emphasis on his character and personality, which is what ultimately creates a special operator or elite military member, not the gear used or weapons. In classic Halos, a Spartan wasn’t as much of a superhero as he was an ordinary human doing extraordinary things for his Marines. This is reflected in the base player traits, and spartan abilities are not needed. Some would say they add to the game, but I think they detract from what makes Halo Halo.
> >
> > By removing spartan abilities, 343i can help to return Halo to its identity as a military sci-fi shooter rather than a superhero**shooter. The emphasis on military identity needs to be returned to a much stronger component of Halo. When Halo loses its military identity, we have characters like Palmer, Locke, and Roland, for example. The UNSC should not be a motley medley of different superheroes jumping out of ships and snowboarding down slopes (i.e. Halo 5 intro), but rather a story centered around an average guy with a stoic composure and calm operator attitude who goes the extra mile for Cortana and his Marines.
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> Actually very well said here. From the perspective you have expressed here I agree that apartan abilities are not needed. However what are your thoughts in sprint though? Shouldn’t a soldier be able to hustle ? I believe there can be a different argument made along similar lines to what you have made against armor abilities. Id imagine it would go along the lines of “spartans are combat hardened soldiers who remain focused and calm even admist the hazards and dangers that they are immersed in.”
>
> So in my opinion, given this characterization of spartans, sprint and spartan abilities should probably be toned down if not entirely removed.
> But I have arguments for them to stay in some aspect or another.
> From a utility standpoint, spartans should still be able to have combat in space, hence id argue thruster pacs for traversing zero or low gravity is probably something id want to see in some shape or form.
>
> Edit: Mods im sorry did not mean to post twice

You make a fair point about sprint, and there is some argument to having some spartan abilities. Of course, sprint adds “realism”, however as much as I did previously talk about how Halo needs a more realistic, sci-fi military identity…gameplay overshadows realism sometimes. One thing that makes the classic Halo games unique and so different from Call of Duty and Battlefield, for example, is the longer TTK and perhaps rotary-like engagements that can happen. One is able to always have the weapon at the ready, whereas a full sprint mandates a lowering of a weapon. When sprint is in Halo, players take a more pop-and-weave, tactical “realism” playstyle (somewhat). Instead of being in a constant engagement or “dance”, players duck in and out of combat…which actually SLOWS gameplay down. So yes, it is ironic, but sprint (which appears to give you more speed) actually slows gameplay down and requires bigger, drawn-out maps. A solution to this is just remove sprint and increase base player movement speed a bit. Thrusters, side-boost, clamber, all might have their place, but sprint, spartan charge and ground pound are the biggest culprits to me. With all that said, what I am predicting is that Infinite will be like Halo 5’s movement, still have sprint, but spartan charge and ground pound are removed. Though ground pound can be fun, ground pound and, especially, spartan charge, significantly nerf close-quarters combat by rendering shotguns, SMGs, swords, and gravity hammers less effective and less fun to use IMO.

My prediction is that all arena/ranked game types will have classic movement/gameplay.

I think that the next evolution of warzone is where will see some modern/advanced movement and gameplay features. It’s also where we will see weapon customisation and I think loadouts may even return in some shape or form but I do think it’s unlikely. We have to remember that they will be catering A LOT of new players and while I don’t think Halo Infinite will lose its identity to pander to these new players, I feel it may need to adopt a few industry trends to keep the transition for new players smooth.

I will end on this, I do not think we are ready for the scale of this new warzone game type.

I would love to see a classic style halo game. A leak from a while back with good evidence actually shows a grappling hook which either means 343 are digging even deeper into the enhanced movement nightmare (I highly doubt it) or they are bringing back equipment. Or it’s just an idea they had but might have dropped completely.

But yeah, smaller maps, fov slider, and creative map design will be enough to have fast paste gameplay without sprint.

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> > > There is absolutely no way this game won’t have the classic gameplay the oldest of Halo fans have adored! I am so pumped for this!
> >
> > As long as ground pound, spartan charge aren’t there then I don’t mind as much but surely they should increase the movement speed instead of the sprint, not a fan of being slowed down to a half just because someone shot at me.
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> I’d honestly miss sprint, but I could take or leave that Ground Pound and Spartan Charge. If we truly are going to a bigger world, we’re going to need ways to move around that aren’t a real slog through the mud.

Sprint doesn’t make the game faster

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> > > > > > > > Just make Halo 3 with tightened up weapons. Simple
> > > > > > >
> > > > > > > I don’t think I’d complain about that at all. Could make for some really sweaty multiplayer though…
> > > > > > > Ultimately, I kind of hope sprint will stay, but without Spartan abilities (even though they’re sometimes fun). That way multiplayer will be fast and furious (no trademark infringement intended).
> > > > > >
> > > > > > Sprint doesn’t make Gameplay faster. That’s only in your head, idk why there isn’t a consensus on this.
> > > > >
> > > > > “One of the fundamental goals that we start with for the game is “immersion,” which I’ll just use as shorthand for creating and maintaining an active sense of belief on the part of the player in everything that they are experiencing. This unpacks to a lot more complexity than I am going to dive into, but at the most basic level we are trying to simulate the act of a bipedal hero moving through an environment from first person perspective. We want to convince the player that this illusion is true.” Josh Holmes, 2014 talking about Halo 5 Guardians.
> > > >
> > > > Thankfully Josh Holmes isn’t working on Halo Infinite.
>
> You make a fair point about sprint, and there is some argument to having some spartan abilities. Of course, sprint adds “realism”, however as much as I did previously talk about how Halo needs a more realistic, sci-fi military identity…gameplay overshadows realism sometimes. One thing that makes the classic Halo games unique and so different from Call of Duty and Battlefield, for example, is the longer TTK and perhaps rotary-like engagements that can happen. One is able to always have the weapon at the ready, whereas a full sprint mandates a lowering of a weapon. When sprint is in Halo, players take a more pop-and-weave, tactical “realism” playstyle (somewhat). Instead of being in a constant engagement or “dance”, players duck in and out of combat…which actually SLOWS gameplay down. So yes, it is ironic, but sprint (which appears to give you more speed) actually slows gameplay down and requires bigger, drawn-out maps. A solution to this is just remove sprint and increase base player movement speed a bit. Thrusters, side-boost, clamber, all might have their place, but sprint, spartan charge and ground pound are the biggest culprits to me. With all that said, what I am predicting is that Infinite will be like Halo 5’s movement, still have sprint, but spartan charge and ground pound are removed. Though ground pound can be fun, ground pound and, especially, spartan charge, significantly nerf close-quarters combat by rendering shotguns, SMGs, swords, and gravity hammers less effective and less fun to use IMO.

I think we are probablh on the same page when it comes ot the design philosophy of halo, with a combination of realistic elements and gameplay elements. But id argue that not having sprint creates other gameplay pitfalls previous halos have also suffered from. When playing previous halos, any spaces which were wide open were rendered unusable or very risky. You are exposed, and it takes a while to traverse them. One could argue map design can fix that, you dont have to include sprint to fix it… but then map developers have to design maps in such a manner that those kind of spaces dont exist. This significantly limits how the game is played, and I think you would agree, limits arent exaclty what people argue for when they say they want the classic gameplay mechanics. But adding sprint likewise causes problems for short distance and close spaces encounters, hence the complaints about current map designs.

What id propose is a hybrid solution, where there still are two modes of running, wether this be optional or automatic, and that there be a dynamic transition between them that works such that big spaces are travesed quicker, Small spaces are traversed in a more reasonable manner.
The points we dont want occuring: the pop and weaving can be countered by only having the speed work progressively in the forward direction (turning kills the momentum and you have to build it up again)

Besides spring im completely in agreement with your remarks on spartan charge and ground pound, although, it would be nice if we had another way of bardging through nearly broken walls… maybe if momentum is a thing, and just running full speed and meleeing the wall does a normal melee but you get through. It shouldnt hurt anymore than a normal melee thou. likewise if you fall from a height onto a nearly broken floor and melee the floor the instance you land on it? lol.
But the whole hovering thingy and area damage no pls.

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> My prediction is that all arena/ranked game types will have classic movement/gameplay.
>
> I think that the next evolution of warzone is where will see some modern/advanced movement and gameplay features. It’s also where we will see weapon customisation and I think loadouts may even return in some shape or form but I do think it’s unlikely. We have to remember that they will be catering A LOT of new players and while I don’t think Halo Infinite will lose its identity to pander to these new players, I feel it may need to adopt a few industry trends to keep the transition for new players smooth.
>
> I will end on this, I do not think we are ready for the scale of this new warzone game type.

That leads to an even bigger divide, as gameplay isn’t uniform across the default modes, and players who like one aspect, may not feel at home where those aspects are located in the game.
Someone might enjoy warzone as a concept but dislike its mechanics, while someone else may want to not play Warzone, but isn’t content with the mechanics in Arena / Ranked.
That’s the reason why Halo 5 had all mechanics enabled in all modes when it launched.

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> Actually very well said here. From the perspective you have expressed here I agree that apartan abilities are not needed. However what are your thoughts in sprint though? Shouldn’t a soldier be able to hustle ? I believe there can be a different argument made along similar lines to what you have made against armor abilities. Id imagine it would go along the lines of “spartans are combat hardened soldiers who remain focused and calm even admist the hazards and dangers that they are immersed in.”

First things first, as different people interpret things in a wide variety of ways, the discussion regarding immersion, realism and illusion, is to me a soggy area.
See, when it’s said that the “illusion is real”, I find that the game is the illusion, but they’ve managed to make it in such a way that it is believable, that it is “real”, and that’s the “immersion” part of it. Immersion itself is a tricky subject, but talked about a lot.
So, in lack of better words, immersion is the game’s ability to pull you into the game world. One explanation I’ve come across is that an immersive game is one where the rules in the game itself are consistent, and that the rules of the game are fun. I mean, I think it was Breath of the Wild which was notorious for a bad weapon durability system, and while it was consistent in that ruling, it wasn’t a fun mechanic.

Realism in itself is not needed for immersion, not in the slightest, I’ve been fairly immersed in games like Sacrifice and Giants: Citizen Kabuto, and those are quite unrealistic.
The only thing needed is a believable universe, be it technology, magic, stone age or whatever setting, the universe need to be set up in such a manner that whatever happens on the screen is believable for the universe it’s set in. Suddenly introducing a hooded Brute doing hand signs with shiny orbs and out of nowhere light discs would break the set up lore of Halo, magic. It has not been present in Halo at all, sure, we’ve got “tech-magic” from Forerunners, but that has some sort of advanced technology behind it.
And as soon as we’d see a Warlock Brute slinging spells, our first reaction would probably be that it has some Tech on it to make whatever it’s doing possible, because that’s how the universe is built, but upon learning it’s some Eldritch force not requiring technology, it risks bringing the immersion down, and pull us out of the game.

So, the question “Shouldn’t a soldier be able to hustle ?” Is in my eyes, a completely irrelevant question, because i343 can make Spartans in Halo believable as capable soldiers without them being able to “hustle”, creating an immersive game without sprint.
It is not a question about what we can do, what we think should be possible. It’s what i343 manages to make us believe is possible in the Halo universe, and how well they succeed in providing us with a consistent set of rules, story, visuals and audio.

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> I think we are probablh on the same page when it comes ot the design philosophy of halo, with a combination of realistic elements and gameplay elements. But id argue that not having sprint creates other gameplay pitfalls previous halos have also suffered from. When playing previous halos, any spaces which were wide open were rendered unusable or very risky. You are exposed, and it takes a while to traverse them. One could argue map design can fix that, you dont have to include sprint to fix it… but then map developers have to design maps in such a manner that those kind of spaces dont exist. This significantly limits how the game is played, and I think you would agree, limits arent exaclty what people argue for when they say they want the classic gameplay mechanics.

I fail to see how wide open areas would be any less risky with sprint.
Then again, that’s kind of the beauty with map design and the very popular “risk / reward” which comes up time and again for sprint as a mechanic.
An open area can present a significant reward at a high risk, eliminating sprint does not render such areas unusable in the slightest.
We’ve got vehicles, and adding cover and smaller structures to open areas aren’t that difficult.
Furthermore, if these areas are unusable, why shouldn’t future maps be designed to not have those spaces?
Limiting the player is kind of what the maps are there to do, some of the more popular smaller maps like Lockout, Midship and Ascension, are kind of maze-like in their design. You are limited in your choice of paths you can actually move one. Bigger popular maps featured vehicles, and man cannons.
These abilites, sprint, clamber and so forth, aren’t really enabling any playstyle that wasn’t possible before by being an addition to take into account with map design.
Not to mention, not every map can, or should for that matter in my opinion, accomodate a lot of playstyles. It’s entirely possible that’s the case for Halo 5, and from memory, I feel like a lot of those multiplayer maps echo some resemblance or similarity of Midship / Truth, despite not being remixes, as I seem to recall a lot of map variation in Halo CE, far more so than more recent games.

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> First things first, as different people interpret things in a wide variety of ways, the discussion regarding immersion, realism and illusion, is to me a soggy area.
> See, when it’s said that the “illusion is real”, I find that the game is the illusion, but they’ve managed to make it in such a way that it is believable, that it is “real”, and that’s the “immersion” part of it. Immersion itself is a tricky subject, but talked about a lot.
> So, in lack of better words, immersion is the game’s ability to pull you into the game world. One explanation I’ve come across is that an immersive game is one where the rules in the game itself are consistent, and that the rules of the game are fun. I mean, I think it was Breath of the Wild which was notorious for a bad weapon durability system, and while it was consistent in that ruling, it wasn’t a fun mechanic.
>
> Realism in itself is not needed for immersion, not in the slightest, I’ve been fairly immersed in games like Sacrifice and Giants: Citizen Kabuto, and those are quite unrealistic.
> The only thing needed is a believable universe, be it technology, magic, stone age or whatever setting, the universe need to be set up in such a manner that whatever happens on the screen is believable for the universe it’s set in. Suddenly introducing a hooded Brute doing hand signs with shiny orbs and out of nowhere light discs would break the set up lore of Halo, magic. It has not been present in Halo at all, sure, we’ve got “tech-magic” from Forerunners, but that has some sort of advanced technology behind it.
> And as soon as we’d see a Warlock Brute slinging spells, our first reaction would probably be that it has some Tech on it to make whatever it’s doing possible, because that’s how the universe is built, but upon learning it’s some Eldritch force not requiring technology, it risks bringing the immersion down, and pull us out of the game.
>
> So, the question “Shouldn’t a soldier be able to hustle ?” Is in my eyes, a completely irrelevant question, because i343 can make Spartans in Halo believable as capable soldiers without them being able to “hustle”, creating an immersive game without sprint.
> It is not a question about what we can do, what we think should be possible. It’s what i343 manages to make us believe is possible in the Halo universe, and how well they succeed in providing us with a consistent set of rules, story, visuals and audio.
>
>
>
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> I fail to see how wide open areas would be any less risky with sprint.
> Then again, that’s kind of the beauty with map design and the very popular “risk / reward” which comes up time and again for sprint as a mechanic.
> An open area can present a significant reward at a high risk, eliminating sprint does not render such areas unusable in the slightest.
> We’ve got vehicles, and adding cover and smaller structures to open areas aren’t that difficult.
> Furthermore, if these areas are unusable, why shouldn’t future maps be designed to not have those spaces?
> Limiting the player is kind of what the maps are there to do, some of the more popular smaller maps like Lockout, Midship and Ascension, are kind of maze-like in their design. You are limited in your choice of paths you can actually move one. Bigger popular maps featured vehicles, and man cannons.
> These abilites, sprint, clamber and so forth, aren’t really enabling any playstyle that wasn’t possible before by being an addition to take into account with map design.
> Not to mention, not every map can, or should for that matter in my opinion, accomodate a lot of playstyles. It’s entirely possible that’s the case for Halo 5, and from memory, I feel like a lot of those multiplayer maps echo some resemblance or similarity of Midship / Truth, despite not being remixes, as I seem to recall a lot of map variation in Halo CE, far more so than more recent games.

Im completely onboard with your first points. A game doesnt need to be realistic to be immersive or believable, and really, I kind of was at a point a few years ago where that I was tired of games only updating graphics without really providing something new to the gameplay experience. But the reason why we were discussing that aspect of the real was in relation to the theme of halo, super hero soldier vs a war hardnened veteran. It was being argued that the shift of focus of recent halo titles was emphasizing spartans as super soldiers rather than relatable ordiary soldiers. The thrusters kind of capitalize on this theme of being “super”. My remark about spartans being able to hustle comes from the direction that often times something will happen in the game and you question “why cant i run faster” for example. And those kind of scenarios break the immersion.
This particular scenario happens to me often playing btb and im in the middle of the map because my vehicle has been wrecked or hijacked , or what ever other reason is there. . . and I have to take the long journey walk to either the enemy base or return to my own base before any real action or gameplay occurs.
There are other examples but I think this example is most relevant.

As for the second part. Map design is supposed to direct and guide/ encourage certain types of playstyles yes. But it shouldnt limit how a person chooses to play. (of course it will always limit them in some form or capacity , but it shouldnt rule out entirely some playstyles). And you are right, adding cover is not the hardest thing, and that is actually how the first halos handled that problem.
For the risk reward remark, there is no reward for traversing large open spaces… just risk. And not having sprint only extends that risk. Having sprint doesnt erase the risk, it just minimizes it.

If i were to paraphrase my opinoin in a general sense of what I want to get out of a game: I want a simple game where I feel immersed, and if there are breaks within it, I want them to be short, and I dont want to feel like its a chore to get through those pauses, and I want to be able to have a degree of choice in the style I play that game.
From a developers standpoint, having base mechanics that can work with more enviroments help make map design easier, and perhaps allow them to be more creative in their map design.
With respect to clamber, yes, this mechanic Definetly enables a playstyle that was previously not possible. Now its possible to fall off an edge and get back up. And now its possible to jump from a ledge below and get onto a ledge directly above that one. And also now its possible to grab “invisible” ledges that werent part of the map design , but end up being there anyways. Its different. Its not neccesarily objectively bad, but personally im not a fan of that kind of gameplay.
thrusters also fundamentally change how the game is played in similar ways.
Id say it complicates gameplay (which again, is not a bad thing, but personally i prefer simpler gameplay)

EDIT: actually if 343 could just add an option to have an acceleration multiplier in custom game options that would be perfect.
Scale: Inverse sqaure/Linear/ logarithmic
accelration Multiplier: x0.25/ x0.5/. . . x 2
in addition to the usual movement speed options.
What id advocate for is a low acceleration multiplier but a higher base movement speed

Ok so I guess I should post this here.

I think a lore-friendly way of returning to old mechanics is say the bad guys have upgraded their weapons so that Gen 2 Spartan armor and shields are too weak to keep using. So the UNSC upgrades the armor and shields greatly, but this increases the weight of the now Gen 3 armor so that the new armor is similar in weight to Gen 1 Spartan armor, if not greater

This means the thrusters and jetpack are no longer viable to use outside of a low gravity environment. Imagine this, ordinary gameplay is a lot like Halo 2/3, maybe it has Sprint, maybe it doesn’t, but at certain points in Campaign or certain areas of multiplayer maps have Zero-G or Low-G sections that you can use the thrusters and jetpack to move around.

I think the climbing/clambering of Halo 5 is fine, and I personally want it to stay. If nothing else, keep that. I’m on the fence about sprint. I would be fine with either. Halo 5 did a decent job of mitigating sprint by limiting shield regeneration.

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> > Idea:
> >
> > You can choose which of the “movement” styles you want, but they come with pros and cons, and they are linked to which Gen of Mjolnir you choose to use. This would be chosen kind of like how you could choose whether to be Spartan or Elite in classic Halo games.
> >
> > Gen 2 Mjolnir: Halo 4-5 movement stye. Comes with spartan abilities and sprint. However, it has weakened shields and/or lesser physical health. Can carry only 2 grenades of each type.
> >
> > Gen 1 or Gen 3 Mjolnir: Classic movement stye. Faster base movement, no sprint, enhanced shields and/or armor, can carry up to 4 grenades of each type. No thrusters or spartan abilities or armor abilites. Perhaps even a higher max ammo capacity, but starts with the same ammo as the other Mjolnir type.
> >
> > I think it would be interesting to see a battle between people using this sort of setup. You could have faster, weaker people vs stronger, somewhat slower people.
>
> No, when people are asking for classic movement, the last thing they want to see is a class system. In fact, based on how much loadouts got panned, the last thing anybody wants to see is a class system.

Halo Reach had Spartans and Elites play differently so it’s not unprecedented to have 2 different types of player in a match.

> 2533275004372869;4051:
> Halo Reach had Spartans and Elites play differently so it’s not unprecedented to have 2 different types of player in a match.

Yes but you didn’t get to choose which type of player, plus you would switch side at the end of the turn, so as a whole the game experience was symmetrical.

> 2533275004372869;4051:
> Halo Reach had Spartans and Elites play differently so it’s not unprecedented to have 2 different types of player in a match.

And that was relegated to a separate, defense–offense type mode with Spartans on one side and Elites on the other. On top of that, Spartans and Elites weren’t all that different. The only differences I recall were weapon choices, character model size, and Elites having Evade instead of Sprint. Shields, health, jump height, base movement abilities were all basically the same. The Elites vs. Spartans gimmick was mostly cosmetic to make the game mode more immersive, not a major gameplay design decision. And again, it was only one mode, not the whole game.

What you’re suggesting is something much more drastic: having characters with incredibly different style of movement and health, and allowing players to choose what character they want to play. And, if I’m reading correctly, this would be a game-wide thing, and not a separate game mode.

The closest thing to your suggestion in Halo—and even this is far less drastic—are the armor ability loadouts in Halo Reach and 4. And that aspect of the games was so hated that 343i explicitly addressed that in Halo 5 by giving everyone the same Spartan Abilities.

People loved the idea of Invasion, but they hated the idea of game-wide loadouts.

I’d like to see a fast base movement speed and all Spartan abilities except for thrusters scrapped, including sprint. But I do think the thrusters need to be altered for a shorter strafe range but faster speed. I think that’d be interesting.

> 2533274825830455;4053:
> What you’re suggesting is something much more drastic: having characters with incredibly different style of movement and health, and allowing players to choose what character they want to play. And, if I’m reading correctly, this would be a game-wide thing, and not a separate game mode.

Not “incredibly” different. Somewhat different. I’m not thinking of turning one type into glass cannons and the others into tanks. Not that much of a discrepancy. It’s just an idea anyway I’m not trying to convince anyone.
Imagine something like Halo Reach but one side has default mechanics and sprint and the other has no sprint but like 20% greater base movement speed and more grenades, and like 10% more physical health, and mayybe slightly (key word slightly) faster shield regen. Very slight or moderate difference here.
Again, just clarifying what I’m thinking, nothing more.

> 2535469462089417;4052:
> > 2533275004372869;4051:
> > Halo Reach had Spartans and Elites play differently so it’s not unprecedented to have 2 different types of player in a match.
>
> Yes but you didn’t get to choose which type of player, plus you would switch side at the end of the turn, so as a whole the game experience was symmetrical.

My suggestion would be you pick what you would be before the match starts, like Halo 3. Whatever the players choose is up to them. If one side is mixed and the other team is mostly one type and one outcome occurs over another, that’s entirely on the players for making their choice.

Maybe we could have armor abilities like in Halo Reach (like sprint, jetpack, evade, etc.)

Sprint in Halo games has never really bothered me that much so I wouldn’t throw a fit if it is or is not in Halo Infinite. Reach’s sprint mechanics I’ve found to be useful for when I need to get out of a sticky situation. If I’m fighting a 1v1 and all of a sudden his friend shows up, I can just sprint back around the corner to safety. If I need to cross a very open section of the map, I can sprint across and it lowers my chances of getting sniped.

However if we’re talking about Halo 4 style sprinting where it literally serves no purpose other than a novelty, than yeah I can understand it being useless. Halo 4’s doesn’t even make you go that much faster. At least in Reach it was an armor ability and it was fast enough to actually make a difference on whether or not someone could hit you reliably.

> 2533274825830455;4053:
> > 2533275004372869;4051:
> > Halo Reach had Spartans and Elites play differently so it’s not unprecedented to have 2 different types of player in a match.
>
> And that was relegated to a separate, defense–offense type mode with Spartans on one side and Elites on the other. On top of that, Spartans and Elites weren’t all that different. The only differences I recall were weapon choices, character model size, and Elites having Evade instead of Sprint. Shields, health, jump height, base movement abilities were all basically the same. The Elites vs. Spartans gimmick was mostly cosmetic to make the game mode more immersive, not a major gameplay design decision. And again, it was only one mode, not the whole game.

Specifically, on this, opinions are somewhat divided on it, but some claim that Elites had Halo 3 movement or something and moved slightly faster or jumped slightly higher as well as having 4-second recharging shields. Whether that’s true, I don’t know. Elites also had the ability to regenerate all lost health and had aim assist mechanics (a circle appears near the enemy to help Elites more accurately lead their target) on certain weapons, like the Plasma Repeater

I would like to see in halo infinte halo reach customing

> 2533274987750648;3886:
> > 2535457002405416;3885:
> > i do not want old movement its way too boring and its not fun you dont feel like a super solider, halo 5 had a perfect implement of movement using SKILL BASED MOVEMENT and some fun armor abilities not used in competitive.
>
> Old halo had the skilled based movement whats your point

How is walking in a straight line when your gun stays up while you can sit in a corner and hide take skill? Halo 5 I’m doing the olympics over your head. Most people who don’t like halo 5s advanced skill based movement weren’t good at it to begin with :confused:

In my opinion I prefer the movement of Halo reach