Destructible vehicles have been one of the defining characteristics of the Halo series gameplay, and will obviously figure into Halo 3. While being able to "unpimp ze auto" is awesome and all, I do have some issues with the damage system as it existed in both Halo 1 and Halo 2.
In Halo 1, vehicle damage was governed by a "damage meter" just like the player's health bar. However, this system was only applicable to the Ghost and Banshee in Campaign mode (the Wraith, while not useable, was destructible as well), and even then only when they were in use. Those vehicles had a finite amount of non-restorable "health" independent from that of its operator, and once one took a certain amount of hits, it would be destroyed. If your vehicle's health was in the red, it was a clear sign that you'd probably want to abandon it and look for a new one. While the damage system in Halo 1 was great, I was always dissapointed that this system wasn't applied to all vehicles in both Campaign and Multiplayer (one of the few things I don't like about Halo 1).
In Halo 2, all playable vehicles are fully destructible in both Campaign and Multiplayer. This was a welcome addition, as it gave a sense of consistency that the first game lacked in this department. However, the damage system was changed drastically, as is noticeably more complicated compared to the simple, straightfoward system in Halo 1. The act of destroying a vehicle is dependent on certain factors. For example, an unmanned vehicle can only take a certain amount of damage before being completely demolished, which is quite useful for keeping an unwanted, unneeded, or otherwise unused vehicle out of enemy hands.
However, when a vehicle is being driven, things change drastically. The amount of damage a manned vehicle can take before exploding is, as a rule, more or less directly tied into the health of its pilot. That is, as you damage the vehicle, the shields of its operator are depleted as normal, though damage is reduced depending on the type of vehicle, the type of weapon being used against the vehicle, and where the vehicles is hit and/or when the vehicle itself is hit rather than the driver. Hitting certain parts of a vehicle — namely, any part that isn't in the general area of the driver, such as the wheels of a Warthog or wings of a Banshee — will do no damage to the driver at all. Some weapons such as the sniper rifle and sword will do no damage to a vehicle unless it directly strikes the driver (when applicable). The Scorpion and Wraith are practically immune to most small arms fire (as they should be). And of course, a single direct hit from a rocket or a tank cannon is normally enough to take out any smaller vehicle; tanks may take two or three. If the driver is slain after sustaining enough hits, the vehicle will usually be destroyed as well.
There are some exceptions to this rule. For example, if you shoot the driver out of a fresh Warthog or Ghost, usually by sniping them out of it, they will die but the vehicle will remain intact. However, if the vehicle is heavily damaged and/or under heavy fire, finishing the driver off with a sniper shot without actually hitting the vehicle will destroy it as normal. Another exception is when you're driving a Warthog or Specter and have a passenger and/or gunner, and a rocket strikes the vehicle. You will usually die but your gunner or passenger, or possibly both, will survive and the vehicle will not be destroyed. The last exception is destroying the fuel tank of a Ghost that is in use. This will completely destroy the Ghost, but the driver will survive if he hasn't already sustained much damage.
The most notable aspect of the tying in of a vehicle's health with that of its operator is that when the operator's shields are down, he can retreat from combat in his vehicle and wait for his shields to regenerate. This effectively gives an in-use vehicle the ability to absorb a potentially infinite amount of damage without being destroyed, assuming the driver manages to keep himself alive during the entire time he is operating it. This system has clearly demonstrated its capacity for abuse. As perhaps the most notable example, the Banshee's enhanced maneuverability and its capacity to absorb rather large amounts of small arms fire makes it very difficult for players on foot to compete against without use of a rocket launcher. The Banshee pilot can simply make an attack run, and then fly away to cover while his shields regenerate from whatever damage he sustained. If the Banshee pilot's teammates have the rocket launcher (which, being a power weapon, will not reappear under normal circumstances if it is being held by another player if it is the sole one on the map), then that team's opponents are left without any truly effective countermeasure against the Banshee.
This is also a problem in Campaign. For example, it is easier to destroy a Wraith piloted by a blue Elite than one piloted by a Brute or a white Elite. Also, Elite-driven vehicles have the problem with regenerating shields I mentioned above. This can result in the unusual situation where an enemy tank can take several rockets or blasts from a tank cannon, but your own tank will be destroyed with a single hit from the same weapons. It's quite ridiculous and unrealistic that a particular vehicle is easier or harder to destroy simply because its pilot has more or less health than another pilot. Each type of vehicle should have a uniform amount of health for each unit. Thus, I am of the opinion that the current system of vehicle health is not realistic and it results in noticeably unbalanced gameplay whenever vehicles are in use.
So, what would I like to see for Halo 3's vehicle damage system is one that includes the damage meter system from Halo 1 with the universal application to all vehicles seen in Halo 2. Such a vehicle damage system in Halo 3, would make things more balanced and would also add to the game's realism. The vehicle's health and the health of its driver should be completely independent; damaging the pilot should not damage or destroy the vehicle, and damaging the vehicle should not cause damage to the driver (though destroying the vehicle has always been fatal to the driver, except certain occasions where the Ghost's fuel tank is destroyed, and I don't expect that to change). Of course, certain vehicles should have differing amounts of health than others, appropriate to its size and defensive capabilities — that is, the larger the vehicle and the heavier its armor, the more shots it can sustain before being destroyed (obviously, a tank should take far more damage than a Ghost or Warthog, and the Banshee should be the most fragile vehicle of all) — and, as it has in the past, the different types of weapons being used against the vehicle should cause differing amounts of damage.
I'd also like to suggest that in Halo 3 any form of damage to a vehicle should impair its maneuverability to an appropriate degree (if it is in any way possible to implement such a thing in the game's engine). For example, blowing away the engine pods or control flaps of a Banshee should, in addition to affecting its basic controls, impair or eliminate its ability to boost, barrel roll, or perform other maneuvers. In Halo 2, damage to a vehicle is wholly cosmetic, and does not affect its performance in any way, shape, or form. Damaging a Warthog's wheels does not affect how it steers, nor does destroying the engine pods or control flaps of a Banshee affect its basic maneuverability or its ability to boost, barrel roll, and loop.
Well, sorry for the long post. Just trying to be as detailed as possible. If you have your own ideas, feel free to share them.
(Note: This thread is NOT for general vehicle suggestions. It should stick to suggestions & commentary regarding the vehicle damage system.)
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Dude, you have WAY too much time on your hands, and I agree with you on all points but one. It is convinient to have a health bar for your vehicle, but you dont have these things in real life. I bet even in 500 years they wont have that. Either the vehicle will blow up, or it won't. I think that adds a unique element to the gameplay. Also, the best way to take care of the overpowered rocket launcher against vehicles, and from what i hear the mega power weapon whoring that will be going on with the Spartan Laser, I think the tracking should be gone, as should the alarm you are being tracked, exactly like Halo 1 multiplayer. Instantaneous death is much better than a mad rush to evade a killer rocket, at least for me.
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I liked the health bar used in Halo1 Campaign (ghost/banshee). They should keep that and once the vehicle's health bar dissapears the vehicle should shut off and in 2 or 3 seconds blow up, if the vehicle is closed (Wraith/Scorpion/Banshee) and the driver doesnt leave the vehicle when it blows up he should die. If its open (Warthog/Ghost) it should take 75% off the player's shields
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How about being able to turn vehicle damage on and off as a choice in multiplayer settings. I miss being able to take a warthog to an enemy base, grab their flag and then run out, flip over your warthog (because it was probably flipped over by an enemy grenade), and have your teammate drive you off into the sunset. Now the warthog is immediately blown up and it changes the whole feel of the game. I also miss a well placed grenade from the top of a base in bloodgulch that would send an enemy warthog and its passengers flying. Then you could flip the warthog back over and head for their base, instead of watching it blow up and seeing that your warthog has yet to respawn so you have to hoof it to the opposite end of the map. Just being able to turn off vehicle damage would add a whole different demension to game play.
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In HALO 2 the vehicles were pretty destructable, but I would like to be able to shoot off a warthogs wheels not just the hub-cap, but the hog would still move and have a gunner turret but the hog will somehow limp along without a wheel....I just saying it should work without tires and wheels.
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it might be a good idea that in halo 3 a seperate health meter come up to show the health of the vehicle
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I agree with you in some ways and it would be good if viecles could have effects on their prefomrance due to damage
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I agree they should have health, but...yea... also, My opinion of "fall damage" is that I think that no covie vehicle should be able to take fall damage, because of the "anti-gravity" ness icity of it... and the Worthog is just to cool to ever die from going off a jump...just to badass... plus it looks really cool... also, I dont think you should ever "Die" from falling, but any very high distance, say the top of Zanzibar for Scale, this is what should happen. 1. Your shields burst, and you splurt some blood (like you just go shot almost to death) 2. Your Characters should make a small crater with cracks in the ground, 3. you shouldnt be able to move for 3-4 seconds after landing. 4. when you land from a jump, your controler should vibrate, and your shields should "flicker" like you just got slighty damaged, the shields dont have to go down, but they should make noise or something... (directed to MLG cheewawa) also, In the HGN, when Maria lands from her jump...the Shield made a complete Sphere around her...I wonder why... [Edited on 10/11/2006]
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[quote][b]Posted by:[/b] MLG Cheehwawa Nice thoughts, I had an idea similar to this... The Vehicles should have a little more 'health' than they did in Halo, and be totally independant from the operator(s) shield system and health system. So, something small and fragile like a Banshee...if it takes too many hits, it crumples forward and starts to spin and explode and you're launched out the back with no shields and half your health. They should also bring back fall damage (Not to the extent there was in Halo) to make things more balanced... Something heavier like a Scorpion or Warthog's explosion would engluf the operator and everyone else foolish enough to be in there when the damage is too high, killing them all. [i]About the Wraiths not blowing up unles they were operated in Halo...not true. Toss nades at one of the parked wWaiths in the level Keyes, and it will blow up...[/i][/quote] Damn. Forgot about the dormant vehicles sitting in the Covenant cruisers. Nice observation. Nice ideas about how the vehicles should explode, too. Personally, I always liked the way the Banshee exploded in Halo 1, as it fell rather realistically. When it blew, you'd better get the hell out of Dodge or else you might get squashed by the burning wreckage. In Halo 2, they tend to go flying off in weird trajectories. IRL, the typical portable anti-tank rocket only has a fraction the momentum of a vehicle travelling at, say, 50 km/h, so the vehicle really wouldn't stop it in its tracks. It'd probably keep going like the vehicles in Halo 1. Also, to go a bit OT, I totally agree about fall damage. No way someone should eject out a Banshee and not expect to get hurt when they hit the ground.
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Bungie should keep the current system, but modify it so that the more damage the actual vehicle takes the more damage the driver takes whilst under fire. But I liked the idea of that when a ghost takes a lot of damage it's guns get stuck pointing to the left/right.
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Nice thoughts, I had an idea similar to this... The Vehicles should have a little more 'health' than they did in Halo, and be totally independant from the operator(s) shield system and health system. So, something small and fragile like a Banshee...if it takes too many hits, it crumples forward and starts to spin and explode and you're launched out the back with no shields and half your health. They should also bring back fall damage (Not to the extent there was in Halo) to make things more balanced... Something heavier like a Scorpion or Warthog's explosion would engluf the operator and everyone else foolish enough to be in there when the damage is too high, killing them all. [i]About the Wraiths not blowing up unles they were operated in Halo...not true. Toss nades at one of the parked wWaiths in the level Keyes, and it will blow up...[/i] [Edited on 10/11/2006]
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Good points. I agree with having damage cause maneuverabilityproblems, more realistic and gives the team without a Wraith and a Rocket Launcher a chance.
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I agree with you. The damage system in H2 always had me wondering why I could get shot down in campaign and have other people take 6 rocket shots... it was insane. Good summary.
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The health system should be like Halo 2's. I don't know it just feels better. And about the snipe thing, i get all warm inside when that happens, snipe and boom somehow the entire thing blows up. PRetty cool like cheap 80's movies :) In a good way.
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i was gonna make a thread like this. but u made a really good one. i agree with you. vehicle damage is just there for looks
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Holy -blam!- man, that is one long post. Sorry, but most readers here (me included) have the attention span of a 4 year old.