- bansheeownz
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- Exalted Mythic Member
Associated Balance Ideas
These are the ideas that must be mentioned before you read to understand some of the other things I mention in the main project.
Supply Visibility:
Halo 2 improved on the ability to see exactly what type of shielding a person had by adding the animations for dead shields, recharging shields, and overshields but it's now time to implement supply visibility. Everything you keep on you including your secondary weapon, ammo for each weapon, and grenades would be visible.
When a person is killed, only the things in their hands are separated from their body. Extra ammo, grenades, and secondary weapons stay attached to the body. For a person to get the grenades and ammo, they must walk through the body.
Example: If a sniper is dropped when the person dies, the gun can hold 4 rounds and 8 extra. Any extra ammo after that is attached to the body. If a person is trying to arm a grenade when they die, that grenade will either blow up later if it was armed, or drop to the ground free.
Full Weapon Switch Animation:
This is a natural balance element, fixing the dubbed 'noob combo', 'sword hiding', and any other cheap strategies that are impossible to predict by hiding and preparing the other weapon in secondary. Instead of your hands disappearing off screen and coming back holding a new weapon, your character literally places the weapon on his back, or to his sides depending on the weapon. Having the ability to switch between weapons incredibly quickly was a balance issue in itself, let alone, it was just too unrealistic, even for a video game like this.
Movement in Scope:
While in scope, your character would strafe slower then if he wasn't in scope. This would apply more realism and balance.
No Auto-Aim, Not Tracking:
An idea like this can only be explained in an example. When you aim a Battle Rifle at someone, you may notice when they move, your suit seems to follow them without you doing anything to follow them. This is not auto-aim and it should stay. Auto-aim is when you shoot a burst round at an enemy somewhat distant and somehow, all the bullets land in the head of their target. This is unrealistic, even for a Spartan. This is what needs to be taken out
Head Tracking:
Head Tracking is the tracking that stays locked onto an enemy's head while you're shooting. Though this is vital to a console game like Halo, I feel the tracking is still too sensitive.
Less Duel-Wield
With some consideration, I decided only certain weapons will be duel-wieldable. They are the SMG, the Brute Plasma Rifle, and the Needler. The Magnum, Plasma Pistol, and Plasma Rifle will not be duel-wieldable but will see much greater upgrades.
Charged Melee:
Press B while holding the left joystick back to deliver a devastating melee attack that kills instantly. This attack is different depending on the weapon and the character. For most weapons, each character does this attack like this. A Spartan leans back to put momentum into the attack, then lunges forward with the bud of the weapon in front. An Elite jumps into the air with the gun above his head and attempts to hit the enemy's head. (Note: this is the same attack we see Elite AI use)
This is a tactical attack. First, the character must be on the ground to do it. Second, it takes 1/2 a second to prepare, let alone execute. Finally, it leaves the character vulnerable because they will be immobile during the attack.
3/25 Hold your posts till I’m finished.