The sprint discussion thread

> 2533274812650916;8734:
> I’ve never really given a pro-sprint or anti-sprint argument. But I am interested and so I want to ask any anti-sprint folks a fairly decent question:
>
> If 343 were to remove sprint, how would they justify that decision from a gameplay perspective?
>
> Let me elaborate if you don’t already know what I am asking. If 343 were to remove sprint after having 3 games with it (I am including Reach), how can/should 343 go about justifying that to the masses? Would it not come across as though our Spartan/Chief is just moving backwards in terms of capability?
>
> I understand none of this has any impact on the gameplay and while gameplay should trump lore/story/realism, those are still important factors in varying degrees. I am not asking to “check mate” anti-sprint folks. I myself enjoyed Halo more when it was without the mechanic. But, again, I am curious.
>
> So, if you are 343 Industries and you wanted to remove sprint, how do you go about explaining that?

I think it would be 343’s return to classic Halo. That would push the game as far as popularity and sales.

> 2533274847473633;8781:
> You people need to learn to deal with a new ability, one that fits perfectly into this game. Who cares about the golden triangle??
>
> Sprint made it so you can dodge & change the tide of a fight. It changes the timing of the game and I like that. Constant speed is awful/predictable.

I can see your point and your opinion.

I see sprint doing all the things you describe, but I see that as a detriment. Dodging and changing the tide of a fight used to require skill. Being out of position or overly aggressive on an offensive push made it so strafing/cover were more important. The extra speed makes it so defenders advantage is lessened. This isn’t necessarily a bad thing, but halo’s arena style gameplay doesn’t really fit this mentality. Twitch games; yes definitely would see increases in skill gap based on dynamic movement speeds. Arena shooters…not so much.

> 2533274847473633;8781:
> You people need to learn to deal with a new ability, one that fits perfectly into this game. Who cares about the golden triangle??
>
> Sprint made it so you can dodge & change the tide of a fight. It changes the timing of the game and I like that. Constant speed is awful/predictable.

First off, you say that sprint fits perfectly into the game. Secondly, it’s not about the triangle. Thirdly, you could dodge & change the tide of a fight in all of the Halos. It’s ok to like the timing in this game, a fair opinion.

“Constant speed is awful/predictable.”
This is interesting. Because I have argued that unpredictability is bad for Halo. We are not here to gambel for the kills, right? Flow prediction should be possible but hard, which is exactly what CE did.

> 2533274847473633;8781:
> You people need to learn to deal with a new ability, one that fits perfectly into this game. Who cares about the golden triangle??
>
> Sprint made it so you can dodge & change the tide of a fight. It changes the timing of the game and I like that. Constant speed is awful/predictable.

Why not add the ability for the player to teleport at will wherever they want? It does all the things you love about sprint.

> 2533274847473633;8781:
> You people need to learn to deal with a new ability, one that fits perfectly into this game. Who cares about the golden triangle??
>
> Sprint made it so you can dodge & change the tide of a fight. It changes the timing of the game and I like that. Constant speed is awful/predictable.

The constant speed was what gave classic Halo so much depth. Despite its complexity, Halo 5’s gameplay is shallow. I mean, Chess is totally predictable, but it’s been played for hundreds of years. You certainly aren’t able to run away from well thought-out traps in Chess, why shouldn’t you be punished for poor positioning in Halo?

Halo had to change to stay relevant, all series go through this at some point. I’m glad it did because if it didn’t, it would have died.
If you want CE, play CE, if you want ODST Firefight, play ODST Firefight. It’s as simple as that.

> 2533274846988418;8787:
> Halo had to change to stay relevant, all series go through this at some point**. I’m glad it did because if it didn’t, it would have died.**
> If you want CE, play CE, if you want ODST Firefight, play ODST Firefight. It’s as simple as that.

Prove it.

And tell us why sprint benefits Halos gameplay,

> 2533274801176260;8778:
> > 2533274848599184;8771:
> > Fall of Reach was edited slightly after Halo Reach came out because Bungie took liberties with the lore in order to make Noble Team’s final mission was delivering Cortana to the Pillar of Autumn. It was just to show that game lore takes precedence over anything not in the game. Sprinting is seen in Halo games, Spartans do sprint, guns down and arms swinging.
>
>
> On the contrary. Expanded universe lore has repeatedly overridden depictions from the games. Halo Wars Spartans having shields. The warthog run in The Maw being longer than the actual Pillar of Autumn (and in the wrong direction). The Forward Unto Dawn being an entirely different class of ship in Halo 4. The list goes on.

Marcus Lehto, Creative Director of Halo Reach " “Halo” games are considered prime canon, and anything outside of the games is supplementary, so if there are contradictions, the game’s events supersede anything else". Bungie created the universe, Bungie created the rules.

While the Warthog Run and the FUD are considered oversights as the game contradicts itself, something like Halo Wars Spartans can be implemented just as easily as a whole squad of Spartan IIIs appearing out of nowhere. The games take precedence, meaning all external lore (especially Legends, and more specifically the Package) do not create precedence over the game.

In terms of the other post:

One, all I wanted to establish is that more power is required for keeping arms in firing position than swinging while sprinting. How you assumed the airflow off the gun would direct downwards and upwards, ill never know, but certain on the human body the air flow is a little more complex than that. We are talking about a human being encased in armor, and somehow the airflow for that free-body is two MS paint arrows going up and down? You’re effectively ignoring any airflow that goes around the weapon and hits the Spartan square in the armor, you have completely ignored torsional rotation which decreases wind resistance on the body, and yet all of this ties into the fact that the arms are used for balance, partly to cause torsional rotation, and to decrease drag on the body. The airflow around this vs this is astonishing, really.

Two, neither of the examples you posted can show a Spartan sprinting. We know Spartans can run and shoot. Can they sprint and shoot? We know Chief sprints, arm swinging, in a cutscene in both Halo CE and Halo 2. All we have to go on for length and distance is some image that looks like it was done in paint, and this goes for both Legends and Halo 2 cutscene. Neither seem to take depth into perspective, and most of the angles cant accurately even -Yoinks!- for depth. For instance, the Halo Legends picture that was listed shows an Brute standing much farther in front of the camera than the archway, but no depth analysis has been taken for accurate length of the walkway. Likewise, whats to say that the amount of frames in a given time is the time in the video? Its a lot of posturing for something that is ultimately as meaningless as this thread. All that work, that looks fine and sounds great, but doesnt really give an accurate value, nor will it ever. Interestingly enough, at around 1:23 in the video, we see all 3 Spartans (MC, Fred, Kelly) sprinting, with weapons down and arms swinging, and then they are ambushed by Elites. Have you done some of that photo and frame counting magic to figure out the speed they were sprinting at when the weapons were down? Is it faster or slower than the gun ready run speed? Is it stupid and pointless for me to point out miniscule errors like this? Probably, but apparently thats whats keeping this thread going. You’re doing it, everyone else is, and so should I. Its so hard to fathom a Spartan lowering his/her gun to run that we have to reach so far into the lore as The Package to find something to argue about.

Even so, one could be nitpicky and talk about how Master Chief supposedly once ran 65 mph, which works out to roughly 30 m/s. Clearly, in The Package, he wasnt running at full speed. Even if i wanted to agree with you, lets say Kelly, who is noted for being able to run 39 mph, which works out to roughly 17 m/s. Close enough to the running in The Package, except that she did this in early Mark V armor, which had multiple inhibitors in place to stop Spartans from overexerting themselves. Maybe that extra 2 m/s is when she is fully sprinting? Who knows.

What we can say for certain, is that in Halo 2, a game in the mainline series, Master Chief sprints in natural human form to try and outrun the directed energy weapon, so likely we can assume he was running at his full speed. Full speed run = sprint. Ergo, Spartans sprint with their weapons down. Or we can say that Spartans are never sprinting because they never reach top speed, they are just choosing between a gun-ready run and a gun down run. One happens to be faster than the other.

Anybody know the sprint speed for Master Chief in the “Starry Night” commercial?

> 2533274819567236;8788:
> > 2533274846988418;8787:
> > Halo had to change to stay relevant, all series go through this at some point**. I’m glad it did because if it didn’t, it would have died.**
> > If you want CE, play CE, if you want ODST Firefight, play ODST Firefight. It’s as simple as that.
>
>
> Prove it.
>
> And tell us why sprint benefits Halos gameplay,

Well:
1999 - Medal of Honor
2000 - Deus Ex, Hitman, Rainbow Six
2001 - Halo, Max Payne, Jak and Daxter, Red Faction, Ghost Recon
2002 - SOCOM, Battlefield 1942, Splinter Cell
2003 - Call of Duty

Of all the games I listed, most are no longer/have had a long break since last release. The only one that has remained the same, I would say, is Hitman.

How sprint benefits Halos gameplay? Makes it more fun.

> 2533274848599184;8790:
> Anybody know the sprint speed for Master Chief in the “Starry Night” commercial?

Supplementary, should be of no relevance.

[deleted]

> 2533274795123910;8792:
> > 2533274848599184;8790:
> > Anybody know the sprint speed for Master Chief in the “Starry Night” commercial?
>
>
> Supplementary, should be of no relevance.

Didnt it get referenced in Hunt the Truth?

> 2535464451695009;8793:
> > 2533274848599184;8790:
> > Anybody know the sprint speed for Master Chief in the “Starry Night” commercial?
>
>
> Halo 5 without sprint at 120%. Maybe a little faster.

This video, right?You know, the one where he is sprinting, like seen in Halo 5?

> 2533274848599184;8791:
> > 2533274819567236;8788:
> > > 2533274846988418;8787:
> > > Halo had to change to stay relevant, all series go through this at some point**. I’m glad it did because if it didn’t, it would have died.**
> > > If you want CE, play CE, if you want ODST Firefight, play ODST Firefight. It’s as simple as that.
> >
> >
> > Prove it.
> >
> > And tell us why sprint benefits Halos gameplay,
>
>
> Well:
> 1999 - Medal of Honor
> 2000 - Deus Ex, Hitman, Rainbow Six
> 2001 - Halo, Max Payne, Jak and Daxter, Red Faction, Ghost Recon
> 2002 - SOCOM, Battlefield 1942, Splinter Cell
> 2003 - Call of Duty
>
> Of all the games I listed, most are no longer/have had a long break since last release. The only one that has remained the same, I would say, is Hitman.
>
> How sprint benefits Halos gameplay? Makes it more fun.

I see theories, no proof.

> 2533274848599184;8791:
> > 2533274819567236;8788:
> > > 2533274846988418;8787:
> > > Halo had to change to stay relevant, all series go through this at some point**. I’m glad it did because if it didn’t, it would have died.**
> > > If you want CE, play CE, if you want ODST Firefight, play ODST Firefight. It’s as simple as that.
> >
> >
> > Prove it.
> >
> > And tell us why sprint benefits Halos gameplay,
>
>
> Well:
> 1999 - Medal of Honor
> 2000 - Deus Ex, Hitman, Rainbow Six
> 2001 - Halo, Max Payne, Jak and Daxter, Red Faction, Ghost Recon
> 2002 - SOCOM, Battlefield 1942, Splinter Cell
> 2003 - Call of Duty
>
> Of all the games I listed, most are no longer/have had a long break since last release. The only one that has remained the same, I would say, is Hitman.
>
> How sprint benefits Halos gameplay? Makes it more fun.

I don’t see any proof here that any of these games would’ve died out had they stayed more in line with predesecors.

> 2533274848599184;8794:
> > 2533274795123910;8792:
> > > 2533274848599184;8790:
> > > Anybody know the sprint speed for Master Chief in the “Starry Night” commercial?
> >
> >
> > Supplementary, should be of no relevance.
>
>
> Didnt it get referenced in Hunt the Truth?

Also of no relevance as it is supplementary, no?

[deleted]

> 2535464451695009;8799:
> Either way, I don’t have a strong opinion towards sprint, but I’d rather see thrusters kept in than sprint if 343 decides to remove some Spartan Abilities, just so the maps can be smaller and less empty. They both do the same thing fundamentally, faster traversal and dodging grenades/precision weapons, so why have both?

I wrote about that a bit earlier (mind you, not exactly about Thruster Pack, but a general mechanic with the same basic properties), and you’re right that sprint is completely redundant from purely a gameplay perspective. However, the map sizes are dependent on how fast the player can move, regardless of the method of transportation. As long as the transportation is continuous, anyway (i.e., map size is independent of whether you have teleporters or not). So, whether you move by sprinting or by thrusting, if the developers want it to take eight seconds to get from A to B, it will take eight seconds. If thrusting is made as effective for long range movement as sprint, then map sizes remain essentially the same. What may change is map structure, but size is independent of the realization of transportation.

> 2533274825830455;8800:
> > 2535464451695009;8799:
> > Either way, I don’t have a strong opinion towards sprint, but I’d rather see thrusters kept in than sprint if 343 decides to remove some Spartan Abilities, just so the maps can be smaller and less empty. They both do the same thing fundamentally, faster traversal and dodging grenades/precision weapons, so why have both?
>
>
> I wrote about that a bit earlier (mind you, not exactly about Thruster Pack, but a general mechanic with the same basic properties), and you’re right that sprint is completely redundant from purely a gameplay perspective. However, the map sizes are dependent on how fast the player can move, regardless of the method of transportation. As long as the transportation is continuous, anyway (i.e., map size is independent of whether you have teleporters or not). So, whether you move by sprinting or by thrusting, if the developers want it to take eight seconds to get from A to B, it will take eight seconds. If thrusting is made as effective for long range movement as sprint, then map sizes remain essentially the same. What may change is map structure, but size is independent of the realization of transportation.

And it takes up a button on the controller, as it has to be mapped somewhere, unless they make it automatic.