Vehicle abilities instead of armour abilities

Now I know this sounds stupid but here me out.

Now a lot of people hate AAs because some are overpowered e.g armor lock. Now why not move those to vehicles instead so as an example while in a tank you can send a decoy to distract people and lure them out by letting them think that they could ambush you and board you or a mongoose with a thruster ability to avoid projectiles or a warthog with a trip mine ability that you can drop a trip mine behind you like an oil slick use in James Bond :slight_smile:

Also before people argue with me I’m not suggesting that you can have a mantis with armor lock. I’m just talking about more simple balanced abilities :slight_smile:

> Now a lot of people hate AAs because some are overpowered e.g armor lock.

People currently hate AAs because players can spawn with them, thus creating more random gameplay and some give drastically unfair advantages to players directly off spawn (Camo/Jetpack.)

Currently the Covenant vehicles have AAs of sorts. It’s just one (Boost, which is basically Sprint) for most vehicles. Two for the Banshee (Evade.) I wouldn’t mind a different one for the Wraith. A lockdown feature to allow for long range artillery shelling.

But I don’t see a way to implement AAs into the UNSC vehicles at all without it getting corny.

> > Now a lot of people hate AAs because some are overpowered e.g armor lock.
>
> People currently hate AAs because players can spawn with them, thus creating more random gameplay and some give drastically unfair advantages to players directly off spawn (Camo/Jetpack.)
>
> Currently the Covenant vehicles have AAs of sorts. It’s just one (Boost, which is basically Sprint) for most vehicles. Two for the Banshee (Evade.) I wouldn’t mind a different one for the Wraith. A lockdown feature to allow for long range artillery shelling.
>
> But I don’t see a way to implement AAs into the UNSC vehicles at all without it getting corny.

The decoys ability could work and why not have a jump ability to help get your vehicle get across ledges :smiley:

Vehicle combat is a classic Halo feature and it deserves an overhaul on the next gen. Like you said, some vehicles have this - why not spread the love?

Warthog overdrive or grappling tow? Lots of potential for open terrain or rough terrain…

Anti-air missile decoys for UNSC air vehicles? Awesome!

Anything to make the Mongoose more interesting? Please!

Add compartments to the Scorpion for ammo pickups? Neat!

Wish I had time to think of more. None of these break the game, but instead add another layer of strategic use to vehicles, and that is a good thing in my opinion.

> Vehicle combat is a classic Halo feature and it deserves an overhaul on the next gen. Like you said, some vehicles have this - why not spread the love?
>
> Warthog overdrive or grappling tow? Lots of potential for open terrain or rough terrain…
>
> Anti-air missile decoys for UNSC air vehicles? Awesome!
>
> Anything to make the Mongoose more interesting? Please!
>
> Add compartments to the Scorpion for ammo pickups? Neat!
>
> Wish I had time to think of more. None of these break the game, but instead add another layer of strategic use to vehicles, and that is a good thing in my opinion.

VAs > AAs :smiley:

The removal of plasma pistols and plasma 'nades from loadouts to help vehicles out.

> Vehicle combat is a classic Halo feature and it deserves an overhaul on the next gen. Like you said, some vehicles have this - why not spread the love?
>
> Warthog overdrive or grappling tow? Lots of potential for open terrain or rough terrain…
>
> Anti-air missile decoys for UNSC air vehicles? Awesome!
>
> Anything to make the Mongoose more interesting? Please!
>
> Add compartments to the Scorpion for ammo pickups? Neat!
>
> Wish I had time to think of more. None of these break the game, but instead add another layer of strategic use to vehicles, and that is a good thing in my opinion.

Dude, these are all actually pretty cool! It’d also be cool if you could ride on the Scorpion’s treads once more.

I don’t think the mongoose needs anything though.

I don’t like the idea of having “AA’s” for vehicles. This implies you can swap out different functions of a vehicle for other functions.

I wouldn’t mind expanding on what the vehicle itself has though, such as how the ghost can boost.

> Dude, these are all actually pretty cool! It’d also be cool if you could ride on the Scorpion’s treads once more.
>
> I don’t think the mongoose needs anything though.

Thanks man!

Yeah, I can’t think of anything helpful for the Mongoose. The ideas get terrible in a hurry, like a goose that turns into jetski haha. (The Duck?)

Someone around here suggested the other day that a Mongoose driver could have the ability to use their, kind of like the Flagnum but for Mongooses. Still working on how to resolve aiming/steering, and that’s dangerous territory. It would look and feel hardcore, even if it’s just a fast and inaccurate pistol.

I have a feeling that the Mongoose will always be the bridesmaid, never the bride.

> > Dude, these are all actually pretty cool! It’d also be cool if you could ride on the Scorpion’s treads once more.
> >
> > I don’t think the mongoose needs anything though.
>
> Thanks man!
>
> Yeah, I can’t think of anything helpful for the Mongoose. The ideas get terrible in a hurry, like a goose that turns into jetski haha. (The Duck?)
>
> Someone around here suggested the other day that a Mongoose driver could have the ability to use their, kind of like the Flagnum but for Mongooses. Still working on how to resolve aiming/steering, and that’s dangerous territory. It would look and feel hardcore, even if it’s just a fast and inaccurate pistol.
>
> I have a feeling that the Mongoose will always be the bridesmaid, never the bride.

Yeah, same. Its kind of perfect the way it is.

How about a small destroyable windshield to give the mongoose operator (limited) protection from headshots?

> How about a small destroyable windshield to give the mongoose operator (limited) protection from headshots?

Or why not a sort of bubble shield on the front that protects the driver because it can take a sniper rifle shot before it goes down forever and also it doesn’t protect the passenger so can’t be turned into a death machine :slight_smile:

Now that I think of it, I take back what I said about the mongoose having a forward weapon. It’d be too hard to control/aim while haling -Yoink- around the maps.

Vehicle abilities instead of AAs? Why not both?

We can place Armor Abilities on-map, allowing them to compliment maps/encourage map movement rather than potentially disrupt the flow of gameplay (and maybe with limited usage).

Then, we can also expand upon what some vehicles currently do, although I don’t feel its necessary to give every vehicle a “Vehicle Ability”. These additions should be to add depth to vehicular combat while still being static to each one (rather than allowing EITHER this OR that). I think if a vehicle is to have an ability, it should be inherent, not customizable.

Predictability of equipment is essential IMO, whereas the magic happens when you apply the human factor. Otherwise, it all becomes a matter of “Who picked the best option on a menu screen to suit that situation?” that determines the victor.

As for what “vehicle abilities” or additions to introduce, I like the idea of flares for a UNSC aircraft to deal with lock-on weapons. I’m intrigued by the concept of a Warthog using its tow-hook, but don’t know how that could be applicable/useful in-game. I also don’t think some vehicles should have such bonus abilities, such as the Mongoose.

^
I think if AA’s are now pickups, vehicles won’t really need more abilities.

Battlefield has exactly this features and I hate it.
Just more randomness.

Id prefer if they make more and different vehicles. Like two different kind of banshees which look and play different, so if you see an enemy with one of them you know what hes vehicle can do and what you need to destroy it.

> <mark>Battlefield has exactly this features and I hate it.</mark>
> <mark>Just more randomness.</mark>
>
> Id prefer if they make more and different vehicles. Like two different kind of banshees which look and play different, so if you see an enemy with one of them you know what hes vehicle can do and what you need to destroy it.

This is why I don’t play Battlefield.

I don’t care what happens with vehicles in the next game. I only ask for one simple thing… Tank Passengers. I want other players to sit on the side of my tank like the bots in campaign. I also want a transport vehicle. Something like a very small version of the elephant. We shall call it… The Baby Elephant. I also want the transport hog and the Snow track hog.

I just specifically want to move players and lots of them in/on my vehicles.

Snow Hog screenie for anyone that isn’t in the know.

> Battlefield has exactly this features and I hate it.
> Just more randomness.
>
> Id prefer if they make more and different vehicles. Like two different kind of banshees which look and play different, so if you see an enemy with one of them you know what hes vehicle can do and what you need to destroy it.

Yeah, all similar vehicles should operate the same. I hate that I can never tell how a vehicle encounter is going to happen for me in BF4. It usually involves tons of counter measures and me going to play either DOM or TDM shortly after. I hate Battlefields vehicular play. It’s just so… terrible.

> > Now a lot of people hate AAs because some are overpowered e.g armor lock.
>
> People currently hate AAs because players can spawn with them, thus creating more random gameplay and some give drastically unfair advantages to players directly off spawn (Camo/Jetpack.)

Meh I’ve never bought into that argument. You said it yourself you SPAWN with AA’s. Where’s the inconsistency? There’s a definite probability associated with loadout choice, say 1/6? modified only by map/gametype selection and personal preference.

With on map spawns you’re entirely at the mercy of chaos theory. You spawn, so what are the odds your spawn takes you within a range where you can hopefully make it to item A? Ok you’re in range, so what are the odds you’ll actually take that pathway and not choose some other strategy? You might assume, “hey I want that so the odds are 1:1 in this case,” but remember we’re trying to guess what a player will have at their disposal, so you have to consider the chance of possible strategies that can happen here if you are to reason out what your opponent may have. Ok so the person in question spawned in range and chose the right pathway to make it to item A. What are the odds they’ll make it, that they won’t get sniped at range and that they’ll win any closer combat. There’s no way to guess that, it’s SO dependent on the state of the match and the state of the player that it’s almost worth just giving up here. But no we have to continue on past the indescribable to get to this item. What are the odds it’s there? That’s going to be dependent on 1. if it’s the start of the match and if not 2. When did someone pick that weapon up last, which is going to be dependent on ALL SORTS of the same match specific variables.

Taken together this is simply the screaming chaos of random gameplay extended to standard weapons. AA’s in loadouts simplify, they add consistency to a part of the game that would otherwise be thrown out to the streets of indescribable madness. It is a poor argument indeed to suggest otherwise (especially when there are far better reasons to dislike AA’s that we can site, their token nature for example, the fact that no single one can be properly integrated into core gameplay because not having them also has to be accounted for. Inconsistency in development is where we should be approaching this from, not hollow cries of random gameplay.)

Sorry to make an issue of this but throwing the wrong trope out there is liable to send 343 on a blind track (if they actually listen and respond to this feedback) which is just as liable to create a worse system than a better one as the direction set has little or no bearing on reality (ie. it’s a fluffy argument).

> But I don’t see a way to implement AAs into the UNSC vehicles at all without it getting corny.

Flak pods, different deployment modes, secondary weapons, there’s a lot you could do and still remain well within the UNSC’s tech and aesthetics. The issue I think is incorporating these without creating 1. Doom Fortresses or, conversely, overcomplicated coffins as you could either go too far in adding accessories or gum up the works, so to speak, on an underpowered class of heavy armor. It depends on the hows, but conceptually at least I don’t see much of a problem (Unreal Tournament 3 created vehicle abilities of the same sort as being considered here and they worked out just fine even with the “standard human” variety.)