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Positive Revival

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, August 18, 2013, 12:41 (4331 days ago) @ PerseusSpartacus

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.

I like how I went to the trouble of defining what an inventory is, because I knew someone would try and say something you just did. THE WEAPONS SLOTS IN HALO ARE NOT AN INVENTORY. Re-read the last two sentences of the post you replied to.

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.

You are completely discounting the point I made, where a smart group of players will never have to adapt and adjust, because between them they can have everything they'll need to tackle any given area. Don't have the right weapon? Someone in your party does, let him take care of it.


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