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Most games feature only the skulls found in their original game, save for the ''Anniversary'' games which feature several new ones. The ''Anniversary'' games also feature some skulls which have a 0.00x multiplier that will completely disable campaign scoring and prevent the player from unlocking any campaign scoring achievements. Skull multiplier values are similar to those found in ''Halo: Reach'', however they once again multiply together rather than adding, resulting in the lowest skull multipliers to date. | Most games feature only the skulls found in their original game, save for the ''Anniversary'' games which feature several new ones. The ''Anniversary'' games also feature some skulls which have a 0.00x multiplier that will completely disable campaign scoring and prevent the player from unlocking any campaign scoring achievements. Skull multiplier values are similar to those found in ''Halo: Reach'', however they once again multiply together rather than adding, resulting in the lowest skull multipliers to date. | ||
Additionally, the ''Collection'' is far less forgiving with regard to time. When a player starts a level they are eligible for a 3x multiplier until they reach the par time. At that point rather than decreasing in tiers as in previous games, the time multiplier decreases | Additionally, the ''Collection'' is far less forgiving with regard to time. When a player starts a level they are eligible for a 3x multiplier until they reach the par time. At that point rather than decreasing in tiers as in previous games, the time multiplier decreases incrementally until it reaches a multiplier of 1.00. Five to twenty minutes after that<ref group="note">The amount of time it takes for the multiplier to decrease from 3.00x to 1.00x and then again to the point cutoff varies greatly from mission to mission, ranging from 5 to 20 minutes. For example [[Assault on the Control Room (level)|Assault on the Control Room]] reaches par time at 15:00, 1.00x multiplier at 30:00, and cuts off at 40:00. [[Tip of the Spear]]'s times are 15:00, 25:00, and 30:00 comparatively. [[Tayari Plaza (level)|Tayari Plaza]] has the shortest par time in the ''Collection'' at 3:00, however its multiplier does not reach 1.00x until 18:00 and cut off until 28:00.</ref> the game stops awarding additional points altogether; kills and medals can still be earned, however they award 0 points. Players will still lose points for dying or resetting checkpoints. | ||
This point cutoff is particularly notable because par times in the ''Master Chief Collection'' are based on speedrun times; the most common par time is only 15:00 and the longest is only 25:00. This is notable because many levels such as [[Assault on the Control Room (level)|Assault on the Control Room]] would normally take the better part of an hour, with a speedrun requiring players to bypass large sections of the level. As such, playing through the level as intended will inevitably result in the player running up against this time cutoff. | This point cutoff is particularly notable because par times in the ''Master Chief Collection'' are based on speedrun times; the most common par time is only 15:00 and the longest is only 25:00. This is notable because many levels such as [[Assault on the Control Room (level)|Assault on the Control Room]] would normally take the better part of an hour, with a speedrun requiring players to bypass large sections of the level. As such, playing through the level as intended will inevitably result in the player running up against this time cutoff. | ||
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==Notes== | |||
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