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> There’s something I’ve forgotten to mention in regards to revising thrust to make it more predictable and less of a crutch. It’s actually pretty simple, and thanks to Gobias from Team Beyond for this suggestion.
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> You can basically redefine thrust as a wall-kick. This maneuver is only activated by jumping into a wall and pressing a button to push yourself off the wall, in whatever time you remain in the air while touching the wall. The balance in this is that the ability is more predictable due to to the restrictions in where you can execute this ability, instead of being able to use it at any time. Additionally, this ability will effectively remove the possibility of escaping with wall kick because your escape routes will typically run parallel to the walls, not perpendicular. Wall kick can push you off in the same speed as the current thrust (and decrease as you reach the ground from jumping).
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> Assuming that people can actually keep an open mind, this could be very interesting.
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.
I can agree it feels awkward to go back to older halo’s without the Spartan abilities but its something you gotta deal with.