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> > 3) If Halo is to be an arena shooter, which is what Halo 1, 2, 3, Reach, and 5 are, then yes, sprint is “unnatural”, because it takes one of the most fundamental elements of arena FPS, which is map positioning and control, and makes it less significant. There’s a reason that ZERO great arena FPS games have ever included movement abilities. They work in other kinds of shooters - such as loadout-based games like CoD - but not in arena FPS games.
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> > […]Nothing I’ve just said is preference. You may have a preference for sprint, but it’s objectively bad in an arena FPS. It doesn’t speed the game up, and it lessens the importance of player positioning on the map IN A GENRE THAT IS ALL ABOUT MAP POSITIONING AND CONTROL. It’s completely awful game design
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> Your mistake here is the assumption that there’s some strict mold to which an arena shooter fits. You can make the argument that sprint is no good for arena shooters because this and that, but that is still an argument fundamentally founded on preference: preference regarding what an arena shooter should be. Even if we agree that sprint makes it easier to escape a bad position, whether this is enough to make the game a worse arena shooter is a matter of opinion. Even if we value the importance of good positioning, we can easily disagree how far we want to go with that. There exists no official design specification for an arena shooter stating some minimum for how important positioning needs to be.
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> Regarding sprint, I’d personally say that the ability to move and shoot at the same time is much more important as a defining characteristic than how important positioning is. But again, that’s just my opinion on what arena shooters should be about. There’s nothing objective about it.
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> Genres in general are not objective. They’re loosely defined boxes born from people’s need to categorize things, not strict scientific definitions that have been scrutinized in various conferences and honed to a mathematical degree of precision. And the further you go into sub-genres, the looser it gets. Some arena shooter purists wouldn’t necessarily even agree with us that Halo is an arena shooter, because it’s always been just a watered down version with slow movement speed and limited weapon carrying capacity.
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> When you try to claim things to be objective, you open yourself to a lot of easy hits, because the truth is that fewer things are objective than you think you are. The issue which causes your intuition to fail is that objective statements need to be at least in principle unambiquously falsifiable, but most people fail the unambiquity part, because turns out the concepts they use are often far too vague to be of any use.
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> Also, I’d like to point out that zero great arena shooters have included advanced movement, because arguably zero great arena shooters have been made during this millenium (again, I’m discounting Halo because you’d probably upset a bunch of Quake fans by calling Halo a great arena shooter). The mechanics in question at that time simply weren’t popular, probably because first person shooters were still a fairly new thing, and the developers didn’t really have the resources to make complex games at the time. It’s really pointless speculation whether the designers of those games would’ve been opposed to things like climbing, dodge mechanics, and such unless we go and ask them. (My bet would be that the developers are often more open to experimentation than the players who fall in love with their games.)
Thank you. My personally opinion on abilities:
Sprint- Mixed bag, I dislike the fact you can’t shoot and Sprint, but I do appreciate how it punishes bad positioning for over extending which is a part of Halo that I have always enjoyed.
Smart Scope- I personally feel that too many weapons have it, I thought classic halo had too few weapons that had scoping. I think at best this should be slow firing automatics and precision weapons, but not SMG, SAW, Shotguns, Energy Sword, etc.
Thrust- I look Doom Eternal’s Dash as the best FPS implementation where you can still aim with no animation delay, I find all the movement skill jumps using Thrust are incredibly skill based and would love to see a further evolution of this ability.
Clamber- I like Clamber for skill jumps in Halo 5 as Halo 5 has the most skill jumps out of any Halo thanks to Clamber. Maybe implement it so small weapons can still be fired while clambering, but not using a rocket launcher etc.
Sliding- Sliding is another one of my favorite mechanics coupled with Thrusitng because Thrust Sliding is extremely punishing and you can fire the entire time. A potential implementation if Sprint does not return is making it so a foward Thrust on the ground followed by Crouching forces Sliding adding to the competitive depth.
I personally would love to see Sprint removed not because I don’t like it, but because it uses up a button that I think could be effectively used for armor abilities. I know many may be frustrated at Armor Abilities returning, but I would want only one or two on each map with maps balanced for it like they are power weapons or pick ups and you have to fight for them.
Example 1: An extremely vertical map that spawns a Jet Pack and Ground Pound with a similar structure to say Ivory Tower, both would be limited to the constraints of the map design.
Example 2: A rework of Backwash with hard to see mist where Promothean Vision is in a sense a power weapon.
It was more about map layout and not really about power positions in terms of pick ups like power weapons / power ups.