> 2533274874453277;1519:
> It would be enough to create a classic area with forge community maps. Some remakes of the old classics, others new.
It wouldn’t be enough, not as long we still have AMM as a base.
If Hi is just H5 2.0 you can’t just switch sprint off and forge some classic maps together around it. You still have to work with the strafe speed, magnetism, aimining system, areas of effect (rocket impact area f.e.) and weapon balancing that were build with those AA in mind.
> 2533274874453277;1516:
> Some peoples do not want two different gameplay, but i say: even the mlg playlists were different from team slayer, in the past.
>
> [CUT]As in the past, on H3 and H Reach, there were the MLG and Harcore playlists that were different form the others (in H Reach they were very different) in the same way you could keep unchanged many of the current playlists except the competitive area.
MLG and Hardcore playlists ultimately only changed a few stats like base speed in H2/3, and in Reach the same happened plus loadouts got (rightfully) deactivated. Evade became a really useful pick-up too, but all this **was still part of the main sandbox.**Reach was modular by nature and still got the Halo base movement mechanics instead of the advanced ones. Every Spartan Ability worked like a power-up and stacked upon the base abilities when you really think about it. This is why most sections of all maps were build without sprint in mind for instance and why the old aiming system still worked like a charm in Reach even without SA. This also means the abilities couldn’t be too aggressive though: sprint must be limited, jet-packs are slow, evade forces you into an animation etc…
This is the main reason why it baffles me when people suggest to divide the playlists, but ultimately want H5G as the main mold for every game type. Once you balanced the game for it you can’t just cut the content the game was balanced for and hope it will work. It won’t! If we go for this route the should be build like Reach again and be a modular kind of game and sandbox. All base mechanics in that case need to be as simple as possible so that the grade of complexity of all mechanics can be modified based on necessity.
Forget H5 levels of AMM than though, because again: strafe speed, magnetism, aimining system, areas of effect and weapon balancing are not just things you can that easily switch on and off. However, this is the only way I can see modern mechanics be implemented in the arena sandbox of a real Halo game without ruining the classic play-style.
> 2533274874453277;1516:
> Which style would appear in the campaign? One group is going to be disappointed. Imho, campaign must be modern. The classic area would be just multiplayer.
Why not classic though? Pretty much everyone agrees that Bungie’s campaigns had more pathos, better enemy AI, level design and variety, so why sticking to the H5 formula that didn’t worked in first place?
Also you want two play styles to gather as many players as possible. Well, SP is still a huge reason for getting a Halo game in first place.
If Hi is another boring CoD like shooter gallery like H4 was I’m certainly not going to buy it. Same if it’s another game like H5, with ballet sponges standing still in the battlefield shooting gravity denying bullets due to movement mechanics being too fast. Same goes for the majority of the player base I would say.
However vice-versa is true as well for AMM fans. They won’t get Hi if there isn’t at least sprint in campaign. But what are you going to do? Develope two single players as well? You see how many problems are stacking up already?
> 2533274874453277;1516:
> **How do you balance the weapons? Both styles are going to have different movement characteristics, so if you want to make both work adequately, you will need to balance separately.**Separately balance, obviously. I think it would not be a problem.
>
> [CUT]I do not want to presume to say that this would work better, it’s just my idea about it.
That’s a joke, right? Mate! My dear friend! You’re truly, HEAVILY underestimating the work Devs are putting into balancing and map-design!!! 


What you’re asking for is not to tweak a few minor stat like the MLG playlists of old school Halo, you’re asking for two completely separate games with their very own set of coding and mods put into the same disc! I beg you realize this little fact. 
People are not against the idea of two separate playlists because they are mean or something… It’s just that it ain’t nearly as easy as you make it sound.
