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> > > if the base movement speed is just increased, maps would have to be scaled larger to balance cqc and midrange encounters.
> >
> > Can you elaborate on this? Balance in what way? Do you mean that increasing base movement speed makes close quarters encounters more common relative to midrange encounters, or the other way around? How? Because I don’t see why this would be the case.
At a certain base speed movement in close quarters would be hectic, because the room is traversed to fast to be meaningfully used in gameplay. although a lowered player acceleration might help in this case.
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> > infinite snappy sprint is a replacement for higher base movement speed, with the addition of lowering your weapon. the proposed low powered, ghost-boost like sprint is there to support the base movement in certain situations, and is limited to make its use a tactical descissiin, not a necessity (like in halo 5) or a cruch (like in halo 4).
>
> You would need to convince me that this is in any way a meaningful tactical decision.
infinite sprint can be used at any time without end. “rationing” your sprint meter ( if other advanced movement mechanics would be included they would pull from the same meter) according to the encounter ahead and not overusing sprint would be tactical descissions you would have to manage.
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> > sprint that is usefull in close quarters, direct combat or difficult terrain stretches maps ( the same is true for significantly higher base movement speeds) because it always needs to be accounted for.
> >
> > a sprinting mechanic that just provides a slightly shorter empty-space traversal time is a utility that would actually make the game faster (faster, not sweaty).
> > the sprinting would only be slightly faster (10% maybe) than normal run&gun so you don’t feel hindered while not sprinting.
>
> The general map scale is determined roughly by the average rate of encounters that you’re aiming for. For a given sized map, this is determined by how fast (in terms of time) players can move between key locations on the map (including from spawn to combat). If you want to make the game faster, i.e., increase the rate of encounters, you either increase player speed, or decrease the effective distances between key locations.
a heightened player base speed does not only increase the density of encounters, but also increases the speed in encounters, which may throw of the gameplay. a seperation between out of combat and in combat speeds could reduce this problem.
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> The crucial point here is that sprint, or higher movement speed in general, does not stretch maps. Not wanting to make the game faster does. If you just want a faster game, you don’t need to worry about stretching maps when you increase player speed.
a too fast player speed screws with the engagement distances ( weapon balance) and tends to force higher aim assist (to keep the games acessability). the problem is not to fast combat during encounters, but the distance between them. if you want to keep the speed and feel of combat and the possibilities for combat on the map (lines of sight, ranges, vehicles, etc. -> weapons on the map and overall map design) while increasing the density of encounters, some kind of sprint would do this job.
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> Your sprint that can’t be used tight spaces obviously only makes the gameplay faster on maps with few tight spaces. If you’re just seeking to make the gameplay faster, why would you place such a restriction on map design?
sprint could still be used in tighter spaces to shorten some travel times (trough rooms and hallways for example) but not around corners, so it is not directly usefull in encounters, but helps getting there. it would be a high risk utility in small areas ( do you want to get to the rocket launcher faster but risk being easily gunned down by the enemy who also aproaches the rocket launcher? (small map -> maybe just 1.5 seconds difference)).
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> > it may sound marginal, but a 5-7 second difference crossing a map, for example highground, can have a huge impact on a game.
>
> If Bungie had wanted it to take five seconds less to run across High Ground, they would’ve made it shorter. This is the fundamental issue with any suggestion of using sprint to make the game faster: the problems you’re seeking to solve with sprint can always be solved with map design. Sprint, in any form, is completely unnecessary for this purpose.
A shorter map would compromise the intended areas for encounters and the ranges. resulting in a different weapon placement which could possibly hurt the expirience.
A possible alternative to my proposed sprint could be a higher top speed together with a higher initial acceleration and lower medium acceleration.
this would result in the same strafing behaviour as before and solve the long distance traversal problem, but could result in a too strong focus on run&gun gameplay and thereby reducing the need for positional map control.
My proposed utility- sprint mechanic would keep the sped up traversal largely out of combat scenarios. this would keep the importance of good positioning. it also adds an element of risk vs. reward descission making in acquiring weapons on the map ( speed vs. defense). with the proposed mechanics proper map control can deny the enemy the use of sprint, because sprinting would make you a vulnerable target.
Mainstream sprint mechanics solve non of these problems in halo.
classic halo has no sprint
in modern halo sprinting is a necessity
I propose to make it a utility - sprinting would not be necessary but possible and nice to have
a faster base movement speed is not excluded by the proposed sprint concept. the proposed sprint mechanic would layer a small speedboost on the maximum base speed, making it possible to reach speeds that would otherwise be detrimental to map design and gameplay.