Positive Revival

by PerseusSpartacus, G'rndl Prime, Sunday, August 18, 2013, 12:25 (4331 days ago) @ Cody Miller

As for Claude's idea for an inventory, I'd really like to know in what situation anybody here finds inventory management to be fun. To me, it adds more frustration and very little strategy. An inventory being defined as a specific number of slots to hold things, in which any item can go. So grenades in Halo are not inventory, since you can't put a gun in your grenade slot.

Inventory management adds serious strategizing, in my opinion. A Needler-Plasma Rifle combo works great against Elites, Jackals, and Hunters, but you're having to waste valuable ammo to deal with Grunts. Alternatively, Pistol-Plasma Rifle makes it a little harder to deal with Elites, but it's even easier to handle Grunts or Hunters. Tradeoffs, tradeoffs.

Of course, the question is, what about if you don't know what you're going to face? That allows for interesting options, in my opinion. I know my mission is going to take me up against a lot of Fallen, so I should either pick a combo that works great against Fallen, or try experimenting with a new combo to see if it works better. But suppose the Hive appear halfway into that mission unexpectedly? Now I'll have to adapt a bit.

This is what makes Halo so interesting: adjusting your equipment to handle the situation. Of course, a lot of people probably don't want to have to do all that strategic thinking, so it's wise to try and ease it up by making the limits more open. For instance, instead of two weapons, you can carry three or maybe, just maybe, four. This could even be part of the class system: for instance, Titans could carry four weapons while Hunters and Warlocks could carry just three. This opens things up and makes the strategizing and adaptation easier, while still ensuring things aren't incredibly easy.

Vale,
Perseus


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