In Response To: Counter-play (Leisandir)
...is this not always the first consideration when bringing up anything in MP game design? Or heck, SP game design for that matter: there are a lot of factors contributing to this, but one of the great things about Halo 1 is how the player almost always feels like they have some sort of meaningful initiative.
Yet we wind up with stuff like armour lock which, ignoring any balance issues, messes up the otherwise decent cadence of the game and introduces effective randomness/severely limited options for the person fighting it. Even without active use, it drastically limits what you can do as a player. Playing BTB slayer? Like using ghosts? You might consider forgetting that the splatter mechanic exists, because if you try using it, you'll quite likely randomly die!
Ugh x.x
I'm not sure I quite agree with everyone saying that Halo 4's PO drops are a great solution to the issue of snowballing and player opportunity. They actually feedback into more ordnance for people who already have it, and the increased damage of the basic weapons gives players better chances against PW on spawn anyway.
The PO drops are also random, so you can regularly feel cheated. It's a very fake form of "options" whereby every once in a while you get to hope that a random number generator tells you what you get to do. The number of power weapons dropped onto the map also results in a moderate amount of messy, rock-paper-scissorsy play. So even if it mitigates the issue of too many enemy power weapons, when doing so it doesn't do a great job of preserving a solid core gunplay. Much better, I think, would be to just drastically drop the number of power weapons on the map, turning them back into meaningful strategic objectives that get paid attention to.
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