Before I go on with the rest of my reasoning I want to thank L1NETT for posting this video in another thread. 59:00 is where you’ll want to start if you want to get right to the point.
First of all I’m not the most competitive player ever. Will I say that I’m kind of competitive? Yes . . . in a way. Why does this matter? It doesn’t I’m just giving you kind of a background and I’m trying to relate to some other players.
If you watch the video they’ll explain why they think “random” weapon drops will be good for Halo 4, and they did great. However I still feel that they missed something. Before I continue here is some known info about the “random weapon drops” quoted from other members (who I did not have to good fortune to remember in order to thank them).
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Initial PW (Power Weapon) spawns will be like vanilla halo, they begin on the map.
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The “random” weapon drops aren’t so random. The drop locations are, the weapons are not (at least that’s what this member indicated).
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You’ll have a timer and indicator of the drop.
Now let’s put this all together. Initial spawns will be like Classic Halo. Therefore the beginning will be an all out rush for the PW. Now what most players are complaining about is that the weapons will not spawn there again . . . the drops will become random and because of this memorizing weapon spawn times and locations are useless. That might be true but the inclusion of random spawns -Yoink!- another heavy part of gameplay: Map Movement.
If you’ve ever seen the “Hot Spots” tags on B.net than you know that every map has a “hot zone” where most of the action takes place. More often than not this action occurs around PW spawns. A map will have a large and usually heavy red blotch where this action takes place and all the action around it is either blue, yellow, or untouched. That’s a problem and that indicates that the entirety of a map isn’t being used . . . that’s a complete waste.
With the inclusion of random weapon spawns the action will be more spread out and players will move around the map more. This fixes PW camping and most camping in general. When players are moving around the map more often the gameplay will flow better and the matches will generally be quicker and more action packed (which is good!).
One of the other arguments against this system is that the spawn location might favor one team over another. Well . . . that can depend. It can depend on a few things, but mainly the size of the map and the amount of time that players are notified of a weapon drop before it drops. Think about this . . . let’s say a new map called Imaginary Map 1 is a small size and whenever a weapon drops players receive a ten second notice. All the players in the game will flock to this location (if the weapon is good enough). By the time the weapon drops each team will be fighting over it because of the notification and the “luck” factor basically dies.
Now here is a bad situation, let’s say Imaginary Map 2 is a medium sized map, but whenever a weapon is about to be dropped, players only receive a three second notice before the weapon drops. This will most likely favor one team because of the lack of notice and the luck factor rises. However, if drop notice times are customized for the size of each map than this new feature will cause more good than harm.
BOOM. Halo 4 is a fun, action packed game. The only other problem players could think of is how the weapons that spawn will be random but 343i has indicated that they won’t be as random as we think (again, praying that the user I stole this info from is correct . . . I haven’t heard any of the Sparkasts).
Thank you for your time ~ SuRroundeD By 1