> - Enhance map sizes
Outside of BTB Halo’s always played best on relatively small maps. So what’s your theory here?
Here are my main points that a competitive Halo title needs:
* Plenty of Good Asymmetrical Maps
Contrary to popular belief asymmetrical maps play the best outside of asymmetrical objective gametypes. Yes, I’m saying asymmetrical maps work better for team deathmatch than symmetrical ones. Symmetrical maps, due to their symmetry, only halve the possible tactics a player or team could use. Partly due to this they’re boring to play on, but perhaps the biggest factor that makes them boring is the fact that they’re too balanced. By now you must be wondering whether or not I’m sane. I assure you, I am. A completely balanced map equates to gameplay that only involves pushing. How do you win a game of Team Slayer on The Pit? You keep pushing with your team. That’s the only tactic you ever need on any symmetrical map and it’s boring!
Asymmetrical maps are far more fun not only to play, but to watch too (a bonus for tourny holders). This is because there’s always an active defence and offence role being filled by each team. Good asymmetrical maps always revolve around a purposeful imbalance in the design where one team “defends” and the other team “attacks”. The team that exploits the imbalance the best wins, but why is an imbalance in the map good? It’s good because it turns the boring, static push, push, push gameplay found on symmetrical maps into a dynamic attack/defend style of gameplay. If you still have doubts just play a game on Lockout and then one on The Pit.
* Zero Randomness Inherent
Having random elements like Halo 3’s BR spread and Reach’s bloom only leads to you fighting the game itself and no player genuinely wants that. You should be fighting your opponents, not the game. Your opponents should be frustrating you, not the game. Thus the player should be the only random element within the game.
* A Good Weapon Sandbox
Notice how I didn’t say “a balanced sandbox”? That’s because a balanced sandbox is boring. A balanced sandbox infers that every weapon is an equal, but if every weapon is an equal what’s the point of having more weapons? Besides aesthetic reasons there isn’t. What a competitive Halo needs as an unbalanced sandbox where every weapon has a function. CE was the closest out of the trilogy in achieving this and consequently it was praised as the most competitive.
* The Possibility of Fast Gameplay
A competitive game doesn’t naturally have fast gameplay: the speed of the game is attached to the player’s skill. If you’re good with a weapon you should be able to kill fast with that weapon, if you’re bad with it kill times should increase, dramatically. In other words the maximum and minimum kill time for each weapon should have a large spread.
* Predictability
Grenades shouldn’t just serve as weapons, they should also be movement deterrents. A competitive game needs to be a game where you can predict your opponents’ actions accurately for the sole reason that randomness can not be mastered whilst predictability can. A good tool to give to players so that they have the ability to accurately predict their opponents movement are grenades, lots of 'em. A player should be able to deny access to a route via grenade spam, which means giving players more than two nades of each type. Let’s go back to four.
That’s all I can think of at the moment…