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> How about slide? That is a legitimately good mechanic that I cannot possibly see be done well without sprint. And as I have said for I dont even know how many times, having the third movement speed of sprint adds an additional/different level of strategy not possible with only BMS. Spartan charge also would not be able to be done very efficiently with only BMS (obviously spartan charge isnt the best mechanic, but could do very well with tweaking.)
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> And simply increasing the BMS cannot ever allow for the increased mobility options offered with sprint. Run-jumping vs walk-jumping for example. And you would obviously have to find the balance of a high enough BMS with a good FOV so you dont feel like a slug like Halo 3.
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> Because of your negative view of sprint and your awe-inspiring view of high BMS, there is nothing I can say about BMS that you would ever consider ‘as bad as sprint.’
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> Go ahead, be a jerk. The floor is yours.
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> And no I wont be surprised if you say ‘you mentioned spartan charge as a positive to sprint. I am speechless. That tells me all I need to know. Youve lost all credibility in my eyes.’
Slide: Full forward momentum, tap / hold crouch button in order to slide (depending on crouch toggle settings)
Spartan Charge: Full forward momentum, hold melee button to charge a power meter, deviating from the forward momentum will immediately deplete the charge meter. Once the meter is full, a Spartan Charge is performed.
Sprint basically only increases the forward speed, if we look at speeds. This doesn’t actually allow anything new that an increased BMS couldn’t.
Run-Jumping and Walk-Jumping you mention, entirely possible with just BMS, for two reasons.
First one is that you have an analog stick on your controller, this means that you can alter your speed as you wish between -100% to 100%. “Walking” speed is as such possible. Any jump from a lower speed than 100% would then have a shorter “maximum-length”.
Second is Air controll, even though you can jump really far with full forward momentum, you have some controll of your character while in air, this mean you can shorten your jump even though you initially jumped from full forward speed.
Then again I may be sorely mistaken about this and am thinking of another game, although it would be far from impossible to implement such a mechanic if it was necessary.
Of course you would need to find a good combination, but BMS would impact the gameplay more than FoV, while the later would impact the percieved speed more than gameplay.
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> How does sprint not add strategy!?! you have to choose whether or not you want to risk finding someone sooner, getting somewhere quicker, or potentially quickly coming up behind someone, where you are very vulnerable while doing so! How is that not an additional level of strategy!? Or choosing not to sprint to potentially get the drop on someone coming quickly around the corner not being able to bring their weapon to bear fast enough? Or sprinting towards an opponent with a sword or shotgun, sliding at the last moment to avoid their headshot and killing them or meleeing them? How does that not add strategy?
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> What does going back to simply base movement speed add to the game? The same argument can be made. I can say it takes away my ability to use things such as slide in a strategic fashion.
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> What style of play is that promoting? Simply one you dont like? Retreating, gathering yourself, letting your shields recharge, and searching for another target, or going up against the prior one, is a legitimate strategy,and always has been in Halo. Using teleporters to escape a poor situation and then sneaking up behind your assailant when they come through was useful in Halo 1-3.
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> Why cant we have these abilities? They add to the gameplay, but also have negatives, same with BMS. I LIKE BOTH. There are many people that LIKE BOTH. Are we not allowed to like both and see both sides? Or do we have to pick one?
I can’t argue that sprint doesn’t add strategies, you listed some. The question is more, how different to previous strategies are the new ones? How many more meaningful choices can be made relative to previous non-sprint games.
As for retreating and gathering yourself. Perfectly valid tactic to use, so the issue isn’t that sprint suddenly allow players to do so, it’s that it is generally easier with sprint as it is implemented, than in a game without sprint. Especially in combination with thrusters.
If you decide to disengage an encounter, you thrust and start sprinting, no? Perhaps chuck a grenade first.
What exactly do you have to worry about now as far as your opponent goes? Your opponent has three choices.
1: Chase you with sprint, you’ve put the engagement on hold as you both are running around without being able to deal damage.
2: Chase you shooting, as long as you manage to get into sprint, you won’t get out of it even though you’re hit. This means your opponent will lose distance to you, and you can break the engagement.
3: Ignore you altogether, this means in instantly broken engagement.
In terms of breaking an engagement, how many other options that are viable most of the time are there? Compare it to not having sprint at all and consider how you would have to deal with someone who can keep the distance between the both of you and also damage you.
As for escaping through a teleporter, either you’ve already planned that move, or you’re good enough to stave off an assailant in order to get to a teleporter. See, the difference is that a teleporter is a stationary map asset, they’re not always available.
Without sprint in its current form, we’d free up space on the controller, for example.
Also, what do we actually want to add to the gameplay?
To me, sprint may add complexity to the game, but it reduces the depth of it, and I want depth, not complexity.
It adds more “rules” to the game, but it doesn’t add anything that couldn’t be accomplished through other means that add less, or no, complexity, such as map design and map assets.
To me, it reduces depth because for instance it allows for a mostly go to tactic when disengaging an encounter.
Going back to basic BMS, and perhaps increasing it, especially if it is increased, would make strafing more relevant. We would have to think more, a lot more, about what were doing when disengaging a fight. We could perhaps see more focus on, ingenuity and imaginative map travel assets other than teleporters and man cannons.