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> > If you have every player infinite thrusts and significantly extended the range, the game wouldn’t become any less balanced. It would simply become unplayably slow as it would be near impossible to not let an opponent escape. I have a problem with the use of “balance” here because too often in these discussions certain terms get used too often. It often feels like “risk and reward” (not related to our discussion) and “balance” are the only things many people can talk about. Terms that get used too often have a tendency to diminish in meaning. So, sorry for insisting on some other terminology, but it leads us deeper into what you actually mean.
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> My perspective on balance in terms of sprint is rooted in the fact that sprint is used to activate other Spartan Abilities that can assist in the killing of opponents, including Spartan Charge and Slide. In order to ensure that these 2 abilities cannot be abused and used repeatedly, the functionality of sprint has to be adjusted so that players experience repercussions if they choose to use it. Therefore providing ‘balance’ in the sense that if a player wants to benefit from Spartan Charge or Slide, or just wants to benefit from what sprint is on its own, they will have to deal with the fact that their shields won’t recharge and they can’t fire their weapon. So although you say ‘risk and reward’ is not related to our discussion, I do feel like that is actually what I just described haha. I’m not on the forums enough to know true terminology, and at this point I’m confusing myself because you seem to know a lot more about the terms than I do. If you want to know what I think the definitions are for most video game terms just ask yourself what an average player would think and I’m probably somewhere around there too, since I don’t examine the roles these words play too specifically.
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> > I also disagree that Spartan Abilities aren’t basic abilities. Sure, you can call them “advanced and situational combat techniques” if you want to sound fancy, but that doesn’t change the fact that each player has them by default, and therefore they belong to the set of basic player abilities just like running forwards and backwards, strafing, turning, jumping, and crouching. This is, again, just a matter of semantics though.
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> But Spartan Abilities are situational, therefore I do not think they belong in the same group as what I consider “basic abilites”. And the more I think about it, the more I realize that basic abilities to me are the actions that don’t directly affect other players. So sorry I’m changing my definition mid-conversation, but:
> Basic abilities include: walking, strafing, jumping, crouching, clambering, and thrusting
> Situational abilites include: shooting, grenading, Ground Pound, Slide, Spartan Charge, Smart Scope, and sprint
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> So now I have Spartan Abilities in both categories, but the basic set effectively contains just movements that are appropriate to use any time a chance arises to use them, and only affect the player doing the actions. The situational abilities are functions that the player must decide to use based on what’s going on around them, and overall do have a direct affect on other players. And because they have an impact on other players, these situational abilites must have pros and cons so players have to think before using them, hence my definition of balance.
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> But now I’m seeing the a dispute in my own lists. Sprint in itself is a movement that affects only the player using it, yet it’s in the situational category. Well it’s there because like I said earlier it does allow the player to activate some Spartan Abilities, therefore must have some type of drawback so players don’t always use it without thinking first. And since the situational set is the only group to have features that contain drawbacks, sprint must be placed there.
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> > Now, to the actual point. The problem with your argument here is the assumption that making an ability that every player has by default more powerful necessarily makes it too powerful. Now that I explicitly stated it, do you genuinely believe that is the case, or do I need to dig up a counterexample?
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> > Well, you get the counterexample anyway as my next point is a natural counterexample: sprint. As you well know, Halo before Reach did not have sprint. Instead, every player ran at maximum speed all the time while being able to shoot, throw grenades, and perform every other action possible. That didn’t cause problems in gameplay, so why would it suddenly cause problems now? You’re worried that allowing players to shoot while running at maximum speed would allow players to “abuse” this ability without repercussions, but you haven’t explained why this is necessarily a bad thing?
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> If everyone was able to run at max speed and shoot at the same time then it would not be a problem, but I suppose the developers just wanted people to choose between fighting or fleeing instead of having both options at the same time. It was a design choice, not a design flaw. Also not to mention the fact that sprint is used to activate Spartan Charge, so if sprint wasn’t there then Spartan Charge would be abused if it could be activated without having to sprint beforehand since the initial sprint is what keeps people from using it all the time, but that’s a different issue altogether.
No it wouldnt be abused it would just be on a timer like thrusters are, engaging sprint isnt necessary for spartan charge to work, spartan charged isnt even neccesary at all as thrust then a melee would do the exact same, just less powerful with far more risk and with zero lock on so it would be far less cheesy.