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> > > This is not true. In a sprintless Halo, the player’s base movement is their only movement speed. With sprint, the player is given two speeds, which creates a level of discontinuity. If all players are traveling at the same speed, then there is far less unpredictability than if all players had a base movement speed and sprint.
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> > > I’m not sure how how you mean a higher base speed would cause the same problems to the same extent. People wouldn’t be switching between different speeds which makes all the difference.
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> > People can run at arbitrary speeds lower than their maximum speed regardless of whether sprint exists or not. Sprint does nothing here for potential unpredictability other than boost the maximum speed at which player can run, which could equivalently be accomplished by making the base movement speed higher.
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> First of all, it is very rare that you see Spartans traveling at walking pace in Halo games with no sprint. When you and I play Halo, we do the same thing: push that analog stick all the way forward without ever giving a thought to moving slower.
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> As for this point you made, “Sprint does nothing here for potential unpredictability other than boost the maximum speed at which player can run, which could equivalently be accomplished by making the base movement speed higher.” That is just absolutely false. Sprinting takes away the player’s ability to shoot, grenade, and melee. The implementation of a higher base movement speed give players a way to fast while still retaining the ability to shoot, grenade, and melee. See the difference there, all knowing monitor?
Finally we get to the differentiating factor between sprint and simply increasing the base movement speed: the loss of ability to shoot while sprinting. However, can you explain how this limitation contributes to the unpredictability of the player’s movement? After all, as I said, the unpredictability of the player’s movement is simply a function of how much ground they can cover in a given amount of time. This is intuitively clear as the “unpredictability of movement” is simply a measure of the amount of movement options the player can have in a given time frame, i.e., how many states they can end up in in a given time frame. (Or if you maybe disagree with this definition of unpredictability of movement, you might suggest your own?) Taking this, we understand that whether you are able to do other things while running has no effect on the unpredictability of movement.
Of course, we can ask are there other types of unpredictability the inability to do other things than run contributes to? To honest, this isn’t something I’ve considered, but intuitively I would say that taking something away can’t increase the unpredictability. But if you can suggest a way in which it does, I’m all ears. However, if my intuition is correct, then sprint as most adds as much unpredictability as increasing the base movement speed, and possibly even less.
Finally, concerning your first paragraph. Obviously I know that players don’t really make use of the full range of the analog stick. Usually if players want to move slower than they can (though this is rarely necessary), they either take a small detour or wait a second or two. However, this doesn’t really matter, as the unpredictability of the player’s movement is determined by the maximum range to which they can move. The shorter distances are rarely used because, it turns out, staying in one spot usually is not so good strategy.