so then you prefer a pay to win Halo without sprint, you really care more about sprint than that Halo is almost becoming a pay to win???
I want both, sprint and Reqs/MTs, removed from future iterations.
But if somebody were to put a gun to my head and forced me to choose between the two of them, I'd rather have sprint gone and Reqs/MTs stay than the other way around.
Reqs/MTs don't affect me in campaign. Sprint does.
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I have to admit, I never thought about sprint in campaign like that. I've always been more of a sprint in MP isnt great but not bad in campaign kind of guy...but now that I think of it, and the fact that I just went through Halo 4 again in the Master Chief collection, your 100% bang on I think. The campaign really does feel a lot different (usually not in a good way) in H4,5 compared to halo 1-3, which I like way more. I find myself so much just "running" and not doing anything else...so boring!
Not to mention, I'd argue that travel times also play a role in campaign if we look outside of encounters.
Between encounters you're going to travel, a lot, and distances also play a significant role.
First of all there's the story aspect, quite a few times somr part of the on-going story is going to happen, be added to or expanded on. Depending on what the developer want to tell the down time may be of different length meaning that in order to somewhat get the story part down, players need to be slowed down, stopped so the story can continue. This doesn't always occur but it happens, some story bits are easily skippable.
Another aspect is hidden loads.
The game isn't going to load every single asset in the mission when you start. It's segmented to be easier on the hardware. You cross different triggers that may delete previous stuff and load in the new things. This is usually a rather fast process, but it'd take the player out of the game if he/she suddenly saw enemies spawn out of thin air, in a way they're not meant to, and be in the middle of them.
Last thing I can think of is checkpoints, these too require some sort of distance, if it's not an "eliminated all"-checkpoint but a "you got here"-checkpoint, to potential enemies.
I wouldn't be surprised if these three, and more aspects, are somewhat carefully considered in the making of campaign, adding longer distances due to sprint in order to allow down times, story moments and so forth, to happen.
So if we assume that is the case, what is the difference between a non-sprint Halo and a Sprint halo in campaign downtimes? Well in a sprint versoon you have an extra button taking up a spot on the controller. You're still going to hold the thumbstick forward and look at the scenery passing by.