> 2533274825830455;140:
> > 2533274968707582;131:
> >
>
> And does it have more applications and Thruster Pack?
>
> I always feel really bad about the fact that in order to defend why a mechanic shouldn’t be in a game, you need to go so far as to argue that it’s detrimental to gameplay. But the thing is, a mechanic doesn’t need to be just not detrimental to be worth implementing. It needs to add a substantial amount of new tactics, it needs to be more than just a one-trick pony. As I’ve explained above, I don’t think Thruster Pack does that. I don’t think it does that even if you have the imagination to see it as more than just a strafing aid. And so I question whether a wall jump, an ability that’s even more limited in its applicability, can add more?
>
> With that said, I think a wall jump could be meaningful enough if you consider it as an extension of normal jumping, rather than a replacement for Thruster Pack. Some ground rules to make it interesting should be that there is no artificial delay between wall jumps, that it doesn’t impede the player’s ability to execute other actions, that you need to have momentum perpendicular to the wall in order to wall jump (no wall jumps by standing next to a wall), that it would have to be very sensitive to timing and placement to maintain some skill, that momentum parallel to the wall should be conserved (no magical changes in direction), and that it should provide a small amount of additional vertical momentum. With these attributes, you can actually start designing paths on maps that would elevate it from a gimmick to a varied movement ability.
>
> In other words, I see potential in a wall jump mechanic, but I think viewing it as a more limited replacement to Thruster Pack is destining it to be a gimmick that adds barely any depth. If such a mechanic was ever implemented, it should rather be viewed as an extension of the ability to jump. It also follows from this that I don’t see this as ruling out or acting as a replacement for other short horizontal boost abilities like Thruster Pack or Evade, but for the reason you mentioned—that a wall jump is inherently more restricted—such abilities are bound to give players more freedom and be more difficult to control (for the map designer) than a wall jump.
You need to teach me how to quote in the manner that you just did. I cannot handle Waypoint’s system of needing to include every quote from prior posts.
Let’s be clear: Halo doesn’t necessarily require any more movement implemented into the game besides strafing, jumping, and crouching. It is rare for such a necessity to pop up within an established franchise unless the mechanics themselves worked poorly due to lack of depth. Once we reach the sweet spot of strafe acceleration alongside the proper balance of bullet magnetism (which 343 is butchering right now), the skill gap in out-strafing an opponent will be greatly sufficient to sustain the majority of the competitive fan base. In that context, I completely comprehend your fear of this wall-kick feature being nothing more than a gimmick in your view.
That being said, I don’t believe that new movement features need to add so much depth and strategy in the context of whatever role they’re playing to be considered for being implemented. That is already established by the basic movements I’ve already mentioned as the foundation for halo. Halo’s classic movement will only ever need to be revised through subtle additions to movement that enhance and don’t replace the foundation that is already set. If anything, I’d rather add in mechanics that make little difference in the general meta or strategy in a game’s long-term lifespan (as long as they’re beneficial) than mechanics that overstep their boundaries in implementation (like the thrust’s minimal restriction and maximum versatility in usage besides a cooldown) or by the very nature of their functions, like clamber and sprint. That is the context behind the idea of wall-kick as a movement ability: a mechanic that tries to compliment the given features of classic movement, adding more possibilities to gunfights while providing little benefit in actual map traversal.
If there are possibilities for new gameplay additions that don’t try to fundamentally revise the movement and strafing of classic halo (which thrust seemingly fails at), I don’t see why we can’t at least test these ideas and attempt to freshen up the series (which we may never reach that point because of 343).