What if Armor Abilities were Power Weapons?

So instead of spawning in loadouts or on players, let’s treat them like power weapons or power-ups , and spawn them on the map. Only a small number (Maybe even jsut one) would spawn at once and when you die you drop it, but it despawns faster than the other weapons. (Somebody help me think of something that despawns them These things don’t exactly have ammo to make theme useless)

(They also need to bring back custom power ups and equipment)

That’s a pretty good idea, like in team throwdown where the only ordnance you get is an armour ability, that system works really well.

So they spawn on the map and don’t have infinite ammo/uses? I’d be willing to try that. Sounds a lot like Equipment though.

Heres what I imagined you meant when I read the topic title:

Remove ordnance drops, and put AAs in their stead.

It amazes me how many Halo X1 ideas are actually confirmed features of Bungies Destiny project.

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My biggest problem with the on-map equipment from Halo 3 was its extremely limited use. If you were lucky enough to stumble upon one or earn one (though I don’t recall ever fighting over an EMP or grav lift…) then you had to be doubly lucky to find an opportunity to use it. For things with limited tactical use, they were awfully hard to come by or enjoy.

I suspect the number of player deaths with unused equipment far outweigh the number of players who actually deployed the things, though I have no way of proving this.

I like choice, so I like being able to choose an AA that suits my style of play. I don’t think moving AAs to the map is the right answer, but I do believe 2 things…

  1. Loadout AA’s can live alongside on-map Equipment; we just need to reimagine how both behave. In my perfect world, Halo 5 brings both back, and we love them both. Because despite flaws from past games, they’re awesome concepts well suited to the Halo universe.

  2. Loadout AA’s should be significantly restricted in use; it would make them FAR more palatable. Maybe you lock yourself into 1 AA per game; no switching during game. Or restrict it to 1 use/per life… it would prevent abuse and encourage tactical thinking, something which Halo 3’s equipment did a better job of.

I think the issue with AAs is that they have always been implemented as “power weapons” or rather as personal additional advantages.

As long as AAs are implemented as additional advantages I think they will always cause issues no matter what nor will they add anything significant to the game, nor will they truly harmonize, nor can you use their full potential.

It doesn’t change anything when you place them on the map like Equipment or restrict them to a single use at spawn but crippling the potential of the ability even more.
With such tweaks you can only decrease the impact they have on the game, nonetheless they will still break it.
And why? Because they are implemented as advantages, therefore it’s their purpose to break the game.

Besides, we already have the side objective of obtaining personal additional advantages via power weapons on map. Adding Equipment/AAs to that doesn’t add anything significant to the gameplay.

I think when AAs should actually add something to the game and when you want to use their full potential, implement them as inherent parts of the game. Incorporate them into map design and gametypes.
For example:
Incorporate Jetpack as a necessary movement mechanic into the design of a map or incorporate a defensive and offensive AA into a gametype that’s build around an attacking and defending side.

AAs should enhance the general game and its gameplay experience and should not enhance the individual player in my opinion.

> …I think when AAs should actually add something to the game and when you want to use their full potential, implement them as inherent parts of the game. Incorporate them into map design and gametypes.
> For example:
> Incorporate Jetpack as a necessary movement mechanic into the design of a map or incorporate a defensive and offensive AA into a gametype that’s build around an attacking and defending side.
>
> AAs should enhance the general game and its gameplay experience and should not enhance the individual player in my opinion.

When the map builder chooses which AAs to place on the map and where and which power weapons etc then this is exactly what can happen.

> > …I think when AAs should actually add something to the game and when you want to use their full potential, implement them as inherent parts of the game. Incorporate them into map design and gametypes.
> > For example:
> > Incorporate Jetpack as a necessary movement mechanic into the design of a map or incorporate a defensive and offensive AA into a gametype that’s build around an attacking and defending side.
> >
> > AAs should enhance the general game and its gameplay experience and should not enhance the individual player in my opinion.
>
> When the map builder chooses which AAs to place on the map and where and which power weapons etc then this is exactly what can happen.

Gravity Lift on High Ground and on Sandbox, Tripmines on Valhalla, Sandtrap, and other BTB maps. These things have always had a reason for being there.

I only question how well AA’s will work in a similar implementation as Equipment. Most AA’s benefit the player holding them, while Equipment can benefit the player & his team or even the enemy team.

> > …I think when AAs should actually add something to the game and when you want to use their full potential, implement them as inherent parts of the game. Incorporate them into map design and gametypes.
> > For example:
> > Incorporate Jetpack as a necessary movement mechanic into the design of a map or incorporate a defensive and offensive AA into a gametype that’s build around an attacking and defending side.
> >
> > AAs should enhance the general game and its gameplay experience and should not enhance the individual player in my opinion.
>
> When the map builder chooses which AAs to place on the map and where and which power weapons etc then this is exactly what can happen.

Not really.

When you simply add Jetpack to the map you simply add an advantage.
One can use it to get to place A via a fast vertical shortcut while the other players have to use the slow regular ways to get there.
Besides, when you simply add it you can simply take it away as well and nothing really changed.

When you incorporate Jetpack into the design of a map, that map will only play with Jetpack, the map will contain elements that make Jetpack a necessity for movement and combat since it became an inherent part of the gameplay on that map and not just an additional part.

> Gravity Lift on High Ground and on Sandbox, Tripmines on Valhalla, Sandtrap, and other BTB maps. <mark>These things have always had a reason for being there.</mark>
>
> I only question how well AA’s will work in a similar implementation as Equipment. Most AA’s benefit the player holding them, while Equipment can benefit the player & his team or even the enemy team.

Yes! The mapmaker chose them and placed them on the map.
n.b. I am not anti-equipment.

For the past few months, I’ve been suggesting this very thing. AAs should be treated like a mix between equipment and power weapons.

I’ve a few games where they had a very similar set up, and it works well. Hell, in reach, I hosted a few matches where that was the design around the map, no one spawned with AAs, they had to fight for them.

> Not really.
>
> When you simply add Jetpack to the map you simply add an advantage.
> One can use it to get to place A via a fast vertical shortcut while the other players have to use the slow regular ways to get there.
> Besides, when I simply add it I can simply take it away as well and nothing really changed.
>
> When you incorporate Jetpack into the design of a map, <mark>that map will only play with Jetpack,</mark> the map will contain elements that make Jetpack a necessity for movement and combat since it became an inherent part of the gameplay on that map and not just an additional part.

You could design a map such as that and have jetpacks on the map;… or you could have a map with a power position reachable with the one jetpack on the map and a rocket launcher spawning on the other side. Strategy ensues.

There are any number of variations on this theme. Map design is critical, we sure agree on that.

> > Not really.
> >
> > When you simply add Jetpack to the map you simply add an advantage.
> > One can use it to get to place A via a fast vertical shortcut while the other players have to use the slow regular ways to get there.
> > Besides, when I simply add it I can simply take it away as well and nothing really changed.
> >
> > When you incorporate Jetpack into the design of a map, <mark>that map will only play with Jetpack,</mark> the map will contain elements that make Jetpack a necessity for movement and combat since it became an inherent part of the gameplay on that map and not just an additional part.
>
> You could design a map such as that and have jetpacks on the map;… or you could have a map with a power position reachable with the one jetpack on the map and a rocket launcher spawning on the other side. Strategy ensues.
>
> There are any number of variations on this theme. Map design is critical, we sure agree on that.

Yes, but in that way you only increase the advantage the player achieves through Jetpack over his/her opponents anyway while putting the people without Jetpack on a significant disadvantage.

In my suggestion/example Jetpack wouldn’t function as a movement advantage over opponents for anyone, it would function as the fantastic movement ability it actually is for everyone.

> For the past few months, I’ve been suggesting this very thing. AAs should be treated like a mix between equipment and power weapons.
>
> I’ve a few games where they had a very similar set up, and it works well. Hell, in reach, I hosted a few matches where that was the design around the map, no one spawned with AAs, they had to fight for them.

I agree to some extent. However, AA’s being treated like Ord Drops in 4v4, objectives, etc. Then definitely, i would like to see that with players fighting over the AA.

Such playlists like BTB, leave them the way they are, (Even though, im an Active Camo user yet i use it wisely. That AA should appear as a drop, but not equipment, where as you obtain it, then it dies out, forcing you to locate it again).