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Everything posted by Boyo

  1. That low structure in the middle of an open field, encircled by higher positions gives me H2 Foundation vibes.
  2. Walls but with the ability to high jump over, burrow under, teleport through, travel through a secret passage in, or climb up and over.
  3. Agree. Unpopular opinion: a dedicated ‘drop weapon’ function is stupid. If you can’t use the sniper, you shouldn’t have picked it up.
  4. I don’t want players going into settings after each loss and turning some knob because it must have been that incorrect value that screwed them over.
  5. I feel like making all these adjustment knobs available to the user under the guise of customization removes the onus from the developer to provide good default settings that I don’t need to adjust in the first place.
  6. If it served some purpose, like indicating where reticle friction is active, would it be acceptable?
  7. Do you think the bots will have personalities? Type A constantly pushes forward to finish kills. Type B is content dealing minor damage while accomplishing the primary goal of staying alive.
  8. Human Weapons The Magnum kills in 4 with a headshot or 7 to the body (0.9/1.8s). LT scopes (2x unless otherwise specified) and X reloads the 12 round magazine. The Assault Carbine’s first bullet is perfectly accurate but after four automatic shots, accuracy rapidly decreases (13 bodyshots kill). X reloads the 40 round magazine. Once Railgun Slugs have been picked up off the map, LT charges then alt-fires these one hit kill projectiles. The Battle Rifle scopes with LT and burst-fires with RT. X reloads the 36 round magazine. The Shotgun fires a high-damage central slug surrounded by a volley of low-damage pellets (18 pellets each deal 1/3 the damage of the slug, the total damage equivalent to 7 magnum bodyshots, 6 from the pellets, 1 from the slug). The slug is accurate to long range while the pellets rapidly disperse once past close range. X begins reloading (one shell at a time but can be interrupted). LT activates a Flashlight that reveals camo’d players. The Sniper Rifle fires with RT and scopes with LT. While scoped, R3 toggles between a 4x and 8x magnification. X reloads the 4 round magazine. The Rocket Launcher scopes with LT and fires with RT. Holding RT after firing activates a laser that guides the airborne rocket to the targeted location. The laser doesn’t immediately activate after firing though; a brief delay allows the rocket to clear medium range before manual control is granted. X reloads the 2 round magazine. Elite Weapons The Plasma Pistol kills in 7 bodyshots. LT charges then fires an overcharge shot. X toggles alt-fire between an overcharge shot and a plasma shield. LT2 activates the plasma shield. LT2+RT primary fires through a hole in the plasma shield. The Plasma Repeater automatically fires accurate plasma bolts with RT, gradually heating up the weapon. LT vents that heat forward a short distance, dealing a continuous burst of damage while simultaneously cooling the weapon. Clicking X sends a Hologram running forward. Holding X creates two holograms that flank the user on either side, mimicking his movements like backup dancers. The Needler scopes with LT. Scope also toggles the weapon from primary fire (automatic, non-headshot capable shards) to secondary fire (semi-auto, headshot capable needles). 18 shards supercombine. 6 needles kill with a headshot or 9 for a supercombine. X reloads the 12 needle (24 shard) magazine. Shards only track if the target is hit with a needle first. The Energy Sword performs a Thermal Scan with X, revealing recent enemy footprints. LT activates Speedboost and RT lunges at a proximate targeted enemy, killing in one hit. The Beam Rifle fires with RT and scopes with LT. While scoped, R3 toggles between a 4x and 8x magnification. X toggles between primary and secondary fire. Primary is a 1sk projectile. Secondary causes an explosive lightning bolt to strike from the sky down to the ground. The Plasma Detonator toggles between Detonator mode and Launcher mode with X. In detonator mode, RT semi-automatically fires up to four remotely detonated stickies and LT detonates those stickies. In launcher mode, LT scopes and RT charges then fires up to four stickies that home in on a targeted vehicle. Brute Weapons The Mauler fires a volley of 7 short-range projectiles with RT and alt-fires a rapidly dropping minor-explosive with LT. 2 full volleys or direct impacts kill. X reloads the 5 round magazine (alt-fire consumes two rounds per shot). The Spiker alt-fires a short range grappling hook with LT (it can only move the user, not items or objects). RT automatically fires spikes that ricochet off angled surfaces and embed on perpendicular impact (creating a temporary jump-up on the wall). X reloads (1 grapple per magazine). The Sand Blaster does not have a magazine or a battery; standing on sand gradually refills the weapon’s shared ammo pool with no further action required from the user. RT fires 5sk glass beads. LT continuously sprays a wide, flat belt of sand forward. LT+RT focuses the close range spray into concentrated jet, now effective to medium range (damages vehicles more than glass beads). While on sand, X causes a Dust Devil to rise up beneath the user’s feet and engulf his lower half in a narrow swirling funnel. Jump and crouch extend and retract the funnel, raising and lowering the user like a pair of adjustable stilts. The extra elevation provided by this go go gadget leg grants the user an effective immunity to splash damage and splatters since both typically occur near the ground. The Gravity Hammer attracts a nearby objective with X, causing it to stick to the hammer upon arrival (allowing the carrier to retain his attack capabilities). RT deals damage and knockback. LT reflects incoming frontal projectiles with a Gravity Wave. The Gravity Bow is automatic in a sense; RT alternates between a 0.45s charge and firing a knockback projectile (an objective carrier drops his objective before being knocked back). LT charges then alt-fires an arcing projectile that creates a Gravity Vortex on impact (damages and tosses things around). X toggles alt-fire to a Gravity Anchor, a charge then fire projectile that drags down an impacted aerial vehicle until the parasitic object is destroyed. The SAW is a deployable, remotely-operated vehicle; a spiked wheel that continuously rolls forward, not stopping for players, vehicles, or even walls. Once deployed, LT veers left and RT veers right. LT+RT boosts forward a short distance, simultaneously shooting dual flame-jets out the broad sides of the wheel. X toggles between player-view and vehicle-view. Promethean Weapons The Boltshot kills in 3 with a headshot or 5 to the body (0.9/1.8s). LT charges then fires a single bolt that kills with a headshot but disappears after traveling a short distance (even through shield doors). X reloads (each 15 round magazine contains 1 alt-fire bolt). The Sentinel Beam scopes with LT and fires a continuous beam with RT. X links the Sentinel Beam to a nearby Energy Valve, increasing weapon effectiveness (higher damage, slower overheat, and charges battery) while restricting player movement to a small area surrounding the valve. The Light Rifle activates a 3x scope with LT. Unscoped, it fires in bursts, killing in four. Scoped, it’s semi-auto, killing in 3 with a headshot or 5 to the body (0.9/1.8s). X reloads the 36 round magazine (each alt-fire shot consumes 4 rounds). The Power Band fires a tractor beam with RT, dragging an airborne player or vehicle toward the user. LT picks up a proximate targeted object. X rotates a held object. LT+RT launches a held object forward. Certain objects have unique projectile traits. The Radiation Ray fires with RT and scopes with LT. While scoped, R3 toggles between a 4x and 8x magnification. X toggles between primary and secondary fire. Primary is a continuous beam that damages infantry or gradually drains the health of all vehicle occupants. Secondary charges then fires a blast that destroys and penetrates most things. The Scepter fires a pro pipe style projectile: bouncy, remotely detonated, with a two-zone blast (large EMP around small incineration). An incineration kill destroys the target’s player model and blacks out his death camera. Alt-fire is identical except instead of remotely detonating the projectile, releasing LT teleports the user to the projectile’s location. X teleports the user forward a short distance, even through a wall, floor, or ceiling. Mounted Turrets The HMG is detachable but slows movement speed. Projectiles are accurate but upward recoil discourages sustained hipfire. Limited ammo once detached. The Shade Turret has no mobility; the double-barreled ball-turret hovers above its base. It fires unlimited plasma bolts or can switch to a limited supply of concussion and/or fuel rod power-ammo. The Mine Cart can travel forward or back along a set of tracks. Reverse-bloom causes spikes to become more accurate as the barrel heats up to operating-temperature but before it overheats completely. Limited ammo can be refilled by traveling past a supply depot (an object next to a certain part of the tracks). The Energy Valve is like a power outlet, inactive until a device is connected. X links the Sentinel Beam to a nearby valve via an Energy Tether, increasing weapon effectiveness at the cost of player mobility. Striking a valve with the Light Blade (melee modifier) begins charging the user an overshield (at the cost of reduced damage resistance while charging). Striking a valve with the Arc Generator (melee modifier) causes spark showers to spray out of every other energy valve on the map (at the cost of gradually draining the user’s own shields). Increased lethality for Sentinel Beam. Increased vitality for Light Blade. Increased influence for Arc Generator.
  9. No map is going to be great at every gametype and player-count. Maps should be designed for a single, specific player-count. The gametypes played on that category of map should be tailored to produce the desired experience. Where Oddball is best at 4v4, Ricochet flourishes at 6v6. Asymmetric, attack/defend gametypes make maps like Zanzibar, Burial Mounds, and Headlong shine but the experience is fundamentally different from arena’s bare-bones, equal, fair, symmetric play. The maps and gametypes should not only reflect but accentuate those differences between experiences. The best way to create multiple, strong experiences is to have minimal base player abilities surrounded by a plethora of distinct, modular sandbox items ie an armor ability slot instead of a sprint base ability.
  10. The D-pad manages inventory via Classes (groups of four items that cannot be simultaneously equipped). Left and Right cycle through the ten classes. Up and Down select which item within the current class to equip. For example, Left switches from Equipment-selection to Grenade-selection then Up switches from Frag to Sticky. Classes Grenade Equipment Sidearm Armor Ability Aerial Ability Command Stance Melee Modifier Helmet Upgrade Suit Enhancement Slipspace Storage Grenade (RB) Frags bounce. Stickies don't bounce. Spike grenades stick to walls and ceilings in addition to floors and players. They deal impact damage, create a directional blast, and release secondary projectiles that ricochet. The Conduit is not thrown like a traditional grenade; it is fired from the left hand like a single-use light saber. For 0.45 seconds, a continuous beam travels forward a short distance before abruptly terminating. Beam-contact siphons energy from the target, raising the user’s shields by 2 layers per second while lowering the target’s by the same. In addition, fusion coils can be drained, rendering them inert. Equipment (B) The Missile Pod is a miniature turret mounted to the user’s shoulder. It semi-automatically fires explosive projectiles that can home-in on a targeted vehicle. The Bubble Shield creates a protective sphere that blocks projectiles but not players. The Power Drain rolls, carrying a shield-draining/vehicle-stunning AoE forward before finally exploding. The Sonic Pulse causes proximate enemies to emit a directional sound that reveals their position, like involuntary Marco Polo. Sidearm (hold Y to equip tertiary weapon) The Magnum is the semi-automatic utility weapon. RT fires projectiles, killing in 4 with a headshot or 7 to the body (0.9s/1.8s). LT activates a 2x scope and X reloads the 12 round magazine. The Energy Sword is the infantry hunter. X performs a Thermal Scan, revealing recent enemy footprints. LT activates Speedboost and RT lunges for the one hit kill. The SAW is the vehicle hunter. Once deployed onto the map, LT and RT remotely veer this unmanned vehicle left and right. X toggles between player-view and vehicle-view. Simultaneously pulling both triggers boosts forward a short distance while firing dual flame-jets out the broad sides of the spiked wheel. Running into enemy vehicles/infantry damages/destroys them. Running into walls climbs them. The Power Band is the object manipulator/launcher as well as tractor beam for aerial vehicles. RT continuously fires a beam that pulls an impacted aerial vehicle in to the user. LT picks up a proximate, targeted object. LT again drops it. While holding an object, X rotates it and RT launches it forward. Certain objects have unique projectile traits. Armor Ability (A) Thruster is the same whether crouched, standing, or airborne: a short, weapons-ready burst of increased speed in one of eight horizontal directions. Evade performs a short horizontal hop while crouched, a dive plus a slide while standing, and a flip while airborne. Gravity Boots high-jump while on the ground, hover while airborne, and ground-stomp while hovering. Artifact modifies the map in some way. This open ended ability has different effects depending on where it is activated and what is targeted. Aerial Ability (jump while airborne, LB) Jump Jet provides a short, quick, upward boost. Wall Kick pushes up and away from a vertical surface. Gravity Gauntlet lunges forward a short distance then automatically clambers up a ledge if one is reached. Glider increases forward movement speed, decreases descent speed, and improves airborne movement control by granting the user the ability to bank left and right. Command Stance (overrides crouch, L3) Armor Lock is a brief invulnerability stasis that reflects proximate projectiles upon activation. Cloak is camo whiled crouched. Attacking temporarily reveals the user. Shadow flattens the player model down to a dark patch that slides over the ground and even up walls. From this form, two transformations are possible: Sink Hole to swallow infantry or Sandman to perform unique anti-vehicle attacks. Sphere shrinks and transforms the player model into a metallic ball, able to roll and jump but not attack. There are certain paths, vehicles, and map elements that only spheres can traverse, pilot, and activate. Melee Modifier (enhances melee, R3) The Interferon disables the target’s HUD and temporarily washes the color out of his vision. In addition, the target’s teammates are highlighted on the user’s HUD for a moment, like a data thief with a malicious payload. The Arc Generator links from the target to nearby enemies, damaging them as well. Furthermore, striking one of the map’s Energy Valves sends spark showers spouting out of all the rest but doing so gradually drains the user’s shields. The Gravity Fist knocks the target back. In addition, new animations reduce wind-up and cool-down on the user’s grenade throws. The Light Blade jump-starts the user’s shield recharge upon successful melee strike. Furthermore, striking an Energy Valve gradually charges the user up to a single-layer overshield but his damage resistance is reduced to 50% while charging. Helmet Upgrade (passive) The AI Assistant highlights enemies, overlays vehicle health, and displays incoming weapon spawns. Moreover, damaging an enemy temporarily highlights him on teammates’ HUDs. The Shield Collar protects the user from one precision headshot while primary shields are down (recharges once primary shields are full again). The Head Case is a hood that blocks headshots from the back and sides. The Soul Flame enables life after death. Upon the user’s death, a ball of blue flames is ejected from his head. This lost soul is a projectile that the user can steer into an enemy to possess him. If the user remains alive for ten seconds post-possession, the target is sent to respawn and his former player model morphs into the user’s original form, completing the resurrection ritual. Suit Enhancement (passive) The Bandolier gives the Magnum a bottomless clip and causes Frag grenades to regenerate over time. Exaltation increases the damage resistance and shield recharge rate of nearby teammates to 125%. The Gravity Harness reduces damage from bodyshots and explosions by 50%. The Ally Tag prevents automated defenses from attacking the user. In addition, hidden weapon caches can now be uncovered. Slipspace Storage (equip item with D-pad to materialize it) Up to three items can be stored in an alternate dimension then materialized at will. Due to UI constraints, one of the four ‘items’ in this class is a null slot used to prevent accidental activations. Equipping an item in storage causes it to spawn in front of the user.
  11. Here I will be discussing the sandbox for a theoretical Halo game.
  12. It empowers the individual so it sounds like a good thing but I always felt like your gun gets you points in slayer so that’s what you hold there and the objective gets you points in objective so that’s what you hold there. At the scale competitive halo is played at, this feels unnecessary and like they’re removing a nice balancing factor, the disadvantage that the carrier is at. Now, it’s just slayer with an occasional flag touch.
  13. I would liken it more to a personal Regen that forgot to stop all full shields.
  14. If Halo was going to implement some kind of tether mechanic, you think a deployable OS is the best element to connect it to? What other gameplay elements could benefit from a tether mechanic?
  15. 343 vs Boyo — A Grappleshot Comparison 343’s Grappleshot is a piece of Equipment that can do three things: 1. Pull an item to the user 2. Pick up and throw an object 3. Carry the user forward Here is how I chose to distribute these abilities: 1. The only item a player can pull to himself is an objective and only from a short distance away. The reload button on the Gravity Hammer pulls a nearby objective to the user (similar to how Tartarus uses his hammer to pull the Oracle in during the Halo 2 campaign cutscene). 2. Rather than the player physically picking up and throwing objects, a gravity gun weapon that levitates a targeted object then launches it forward on the user’s command creates a more fluid throwing experience, removing the need for wind up animations and special player states ie “holding object”. 3. The grappling hook’s most obvious function, carrying the user forward is best accomplished with a bit of space magic instead of a glorified rope. With the Gravity Gauntlet aerial ability equipped, pressing the Jump button while airborne moves the user forward a short distance, in the direction he’s facing. If a ledge is reached, the user quickly clambers up it. This is a movement ability that is small enough in scale to not destroy arena play while still being useful outside of it. Was 343 right to condense all these abilities into the Grappleshot or would distributing them more judiciously have prevented the jack of all trades syndrome, where it is not particularly good at any one thing, that it seems to suffer from?
  16. @MultiLockOn What do you think about 343’s approach to implementing abilities like Repulsor and Grappling hook as independent equipment? I had suggested that the Gravity Hammer use the Scope button to Push away an incoming projectile and the Reload button to Pull in a nearby objective. Do you think 343’s modular approach of “left handed equipment” is superior to alt-fire abilities on weapons or does the sandbox become too piecemeal when every ability belongs to a different item?
  17. Why are Sprint and Aim Down Sights in Halo? A) 343 thinks that common mechanics will draw in fans from other franchises B) 343 is incapable of designing novel mechanics C) 343 understands that these mechanics inherently compress the skill gap, making the game more appealing to the causal audience D) 343 has found that designing maps is easier when you can paint by numbers instead of endeavoring to design a playspace capable of complimenting player creativity
  18. A weapon that is good for cleaning up kills but is generally outclassed by the rest of the sandbox is not a Utility Weapon. That type of cleanup weapon falls in line with the traditional definition of a Sidearm, a close range pistol that you switch to when your primary machine gun needs to be reloaded. Halo flips this pistol/rifle relationship on its head. The semi auto Magnum pistol is the powerful primary while the AR, a machine gun, is the weaker cleanup secondary. If reducing the number of redundant precision weapons is the goal, making the human sidearm a true utility weapon would be a great first step in concentrating all utilitarian weapons into one master utility weapon. If players cannot defend themselves off spawn, due to their spawn weapon being significantly less effective than pick-up weapons, the outcome of the match will be largely decided by who secures those pick-up weapons first then abuses those weapons’ range advantages against the enemies’ scopeless spawn weapon. Smaller maps with lower player counts do not benefit from the placement of top tier power weapons like 4v4 and up do. The “power weapons” on a 1v1/2v2 map need to be more nuanced (as to not create boring gameplay from OP power weapons). Are there any unique weapon designs that you feel could only really shine in smaller player count matches?
  19. Yes, there could be something to a poison/antidote mechanic. Thanks for this take. Why no scope on the utility? The ramifications of this mechanical change would ripple throughout the sandbox’s design. If Spartans have a Magnum as their undroppable third weapon, what would Elites carry? Do all Elites have an undroppable third weapon or just high ranking ones? A Magnum can be reloaded but a battery-operated weapon cannot. What use is an undroppable third weapon with 0% battery?
  20. A concept I have been exploring is damaging health underneath the shield layer. One method of accomplishing this phenomenon is through Impalement. Once the target has been skewered, his shields can recharge but his underlying health will drain to nothing over the next 15 seconds. Since the target knows his death is inevitable, he is encouraging to fight, go out in a blaze of glory. Compared to an attack that forces the target to retreat to a health pack, I prefer the aggro version. We are trying promote conflict between players, right? Isn’t the entire point of recharging shields to prevent exactly the situation you are trying to create here, where players are forced to retreat because the situation is unwinnable without a health pack? What do you think the ideal killtime for the competitive utility weapon is?
  21. I am not a fan of disabling base player abilities, especially one as important as shield recharge through something as trivial as a weapon attack (ie not some big Map Event that knocks everyone’s shields off for a minute). Shield Recharge Delay is a reliable constant that players can base their actions off of, not something that should be modified willy nilly. Player actions are what should feel random, not core mechanics. Do you think Halo should feature Healthpacks in general? I see them as an unnecessary hinderance. I know they influence player movement which is good but I feel like they do it for the wrong reasons. If I am going for a pick-up, I want to gain new abilities, new attacks, not just recover the health I spawned with.
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