***** Scroll down to the line of Asterisks for Pure Suggestions *****
Nearing the 200th page of this thread, I’m doubting that these words will ever see the light of day… but I can always hope right?? To be clear, this is for the eyes & ears of that “dynamic duo of Greg and Chad” steamrolling through to make the Title Update AWESOME. I want to commend that team for working so actively to get this TU done right and to polish Reach’s base gameplay to make it much more vibrant…
Some General Comments on Multiplayer:
Anniversary, like Reach, is a new addition to the Halo Franchise, and they exist as standalone games in their own right. They NEED to feel slightly different in their flavor variation. Chocolate, Vanilla, or Peachy Paterno, it’s still Ice Cream. With that in mind, what makes Halo… Halo (or Ice Cream the familiar tasty treat it embodies)??
Three Items:
- Stong, Simple, and Sturdy Gameplay Mechanics >> Particularly, the “Golden Triangle” of Halo (Guns, Grenades, Melee). RT, LT, Mash B. Twirl the analogs a bit and you’re good to go. Pure, simple ‘vanilla’ Halo.*
*I’d also like to add that movement was a constant in this equation, and THAT is important.
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Instant Immersion >> You should never be more than 15 seconds away from a firefight. Rush to help the team, bam fight, die, respawn, rinse & repeat. Quick gameplay is essential to the mix. Think back to the days of Early RvB in Beaver Creek (“Kittens Covered in SPIKES”).
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Teamwork-Driven Framework >> Everything from the identical cyborg costumes to the common team colors to the common identical spawn set-ups (weapon, perspective) induces this drive to work as a team. Any sort of Objective / BTB play epitomizes this point. Within this point lies the desire and will to WIN, as well as the currency for all ranking systems, which require the ‘W’.
{And I’d be -Yoink!- sure in saying that Team Play is far more important to Halo than FFA any day of the weak. FFA is a variation, i.e. it doesn’t DEFINE Halo.}
Granted, this quasi-opinion, although founded in social interactions with thousands of players across Halo CE to today’s Reach, is bound to be slightly bias from my perspective. That said, I stand in the majority.
Many of Reach’s mechanics start to infringe upon some of these points, mostly unintentionally. Take for instance the element of Armor Abilities, which truly start to add a Fourth component to the sacred Golden Triangle. While this isn’t necessarily a bad thing, it does start to chip away at the foundation of the “halo” namesake and turn it into something different. It’s my suggestion to turn AAs into a SUPPLEMENTAL unit separate from the Triangle entirely.
How so?
Pick-Ups my darlings. For so many reasons that any good MLG player could describe in detail. Here’s the shortish version:
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Pick-ups should be the (or at least A) default for Vanilla Halo because they encapsulate the need for priorizitation of an advantage-inducing ability through Map Control. Real Estate is another one of those ‘unspoken’ pillars of Halo (in Team Play). Inherently, two bases or ‘team areas’ exist as ‘safer zones’ for respawning to take place and areas of strong resistance to be inherently present. Most, if not all AAs severely compromise this idea of static spawn areas through their sprinting, sneaking, jetpacking, evading, etc…
Utilizing a vehicle is one thing, because you’ve attained an asset and are exploiting the advantage by plowing into enemy territory guns blazaing. Hopping into a match going 100% evade to simply disrupt basic gameplay organization is as disorienting as it is contrary to the ‘TEAMWORK’ leg of the Triangle. Let me explain >> Dynamic Gameplay, (the norm for Reach) requires 360 degree attention, allowing continuous flanking maneuvers to take place illogically. There is no such thing as ‘clearing’ an area in Reach because the game can simply spawn someone in the same location in the next moment. This thereby allows no Team to declare a ‘home’ and turns the game into less of a team vs. team game and more into a spawning-flanking-individuals vs. centric team in control.
I’d LOVE to see Pick-up variants to exist alongside ‘AR/P’ & ‘DMR’ start variants. It seems to be the natural progression.
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