> 2533274945422049;1893:
> > 2533274825830455;1892:
> > > 2533274945422049;1891:
> > > The toggeling of extra- momentum by a button is there to give the player the ability to achive some noteworthy momentum without environmental objects ( which would be cool too) like mancanons. achiving this momentum just by walking would make the movement too wonky. although there should be some aim- penalties for player toggled momentum, which environmental momentum shouldn’t have.
> >
> > It’s still a bit unclear to me how you imagine this momentum to come about in practice. Is it like a boost type thing, essentially like modified Thruster Pack?
> >
> > Also, while I’m at it, I have a couple of comments.
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> > > 2533274945422049;1885:
> > > - halo online like sprint ( a small speedboost forward, reduced turning speed, slower shield recharge)
> >
> > Reduced turning speed is a bad idea. It just makes the game feel unresponsive without serving any meaningful function in gameplay. Really, there is no need for any kind of “sprint”.
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> > > 2533274945422049;1885:
> > > - extra momentum increases your melee damage, but also the dammage others can inflict on you by meleeing ( a bit less)
> >
> > Regardless of whether there is any kind of “momentum button”, the power of melee attacks being momentum based is a good idea to give a tiny bit of much needed depth to melee combat.
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> > > 2533274945422049;1885:
> > > - there is a second “feet hitbox” around your normal hitbox. if you narowly miss an edge by height or distance while jumping, the additional hitbox can still reach the edge and you can perform a half-height jump ( like bugging up a wall). crouch-jumping would also move this hitbox.
> >
> > You could just increase the maximum edge height to which a player can climb onto if the outcome that you want is players not complaining about “falling because their toes hit the ledge”. Unless you imagine something more drastic, more like Clamber in terms of how much you can miss and still make it. I’d be against that because I can’t imagine how you’d implement this without slowing the player down, and maps would end up being scaled such that you’d need to use this for many jumps.
>
> Momentum: the button functions like an internal mancanon. it gives you a boost which would wear of because of friction. sprinting just aplies a constant force to counter the loss of momentum by friction. sprinting also limits your turning rate like while boosting with a ghost. this way sprint is less aplicable in close quarters. ( it is hard to change directions while sprinting, like in real life ) normal running is responsive as ever. but you can’t “sprint around a corner” ( like irl ).
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> the feet hitbox gives extra egde connecting height, with the limitation that it only allows for a reduced jump height after contact ( analog to the blast radius zones from ingame explosions). it is not as high as clamber, but as high as crouch jump. crouch jumping would still be viable, because this hitbox is slaved to the feet, so crouching would move it upwards to double crouch height, resulting in something around clamber height ( chest height for a spartan).
> because this edge height hitbox is just a hitbox, you would still have to press jump ( else your character would colide with the object, you are not automaticaly lifted like during normal steps). the jump is coordinated manualy like normal jumps. the lower the edge is, the more the jumping force can be used to move forwards (like with normal jumps).
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> most jumps should be designed to be doable by normaly jumping. some should be designed for edge- jumps/ crouch jumps. only trick jumps should require chaining.
>
> the results would look similar to a less extreme version of the movements shown in the locke armor trailer.
I don’t really get why you wouldn’t bake this sort of thing into the base movement, and it strikes me that this imagining of sprint (apart from not forcing you too lower your gun) has the same issues that the current implementation has. It seems to me that you’re advocating a single button that will:
- Provide a strafe thrust
- Provide a boost to falling speed (because of how Halo manages momentum based damage this would probably require the removal of that)
- Allow the player to sprint (and providing damage buffs to melees performed at high speed)
- Increase jump height
The question is how does this improve on what’s already in the game? It seems to me that the current version of thrust is more useful than a contextual strafe thrust (which I don’t see as a particularly intuitive mechanic - because at what exact angle does the strafe thrust transition to a running toggle?), because it’s an unambiguous mechanic (although it would be improved by adding a visual tell when it’s finished recharging in multiplayer), and it seems to provide much more useful actions while in the air.
You also mention the momentum button increasing fall speed, in my experience though, most of the time you’re not moving straight up or down in Halo, and it strikes me that you’d be most inclined to use this when you’re already moving laterally (think jumping off a platform running, or being launched by a mancanon). I also think that being able to fall straight down - negating lateral momentum - would be a more intuitive and useful mechanic for the most part, so if this was really something 343 wanted to allow players to do, it strikes me that the solution would be more along the lines of slightly modifying fall speed based on lateral movement speed. So in order to fall down faster, you boost backwards to cancel your lateral movement, and then naturally fall faster. There’s even a pretty easy way this kind of mechanic could be explained in the lore. It also strikes me that having the same button make the player fall faster and jump higher would be an unintuitive and kind of questionable gameplay mechanic, and it strikes me that if you want to have two different modes of jumping, it’s better to tie the jump height to something like “charging the jump” by holding down the jump button. But I don’t really think this is a good solution, and would much prefer that 343 just increase the jump height by changing base movement properties, if it has to be changed.
I also don’t understand why you’d want to go for a second jump - why not just move the jump hitbox up a bit, animate it smoothly, and have one jump? It just strikes me as adding a feature that doesn’t really add anything at all, except maybe for the custom map scene where this could be abused and turned into some kind of wall-kicking feature (which also just strikes me as not very Halo). The other sort of solution I can see if you don’t want to resize the jump hitbox is having a lot of angled ledges, at heights comparable to the apex of a Spartan’s jump, and allowing Spartan’s that are going faster to sort of slide up the angled ledge, but this is already in Halo (most notably Halo 5, because Thrust is really useful for this kind of ledge), and isn’t often done in map design (although there’s a strong argument to be made that it’s not used because Clamber sort of invalidates its existence).
It just strikes me that overall, the thruster in Halo 5 is a solution to almost all of these problems, and that it’s a more intuitive way of playing the game.