Even the most logical person isn't going to think of crouch jumping.
I still don't know how to do it properly. Isn't it supposed to make you jump higher?
It works off the logic that you're pulling your legs up at the top of the jump. Crouch near the apex.
However, it does require a lot of dexterity. If I were making an FPS, I'd drop crouch jump and replace it with either a double jump with the same height or a jump pack with the same height as a crouch jump (jump pack also triggered by the jump button.. so it's still a double jump, just with a different animation)
The usefulness of having two separate jump heights for potential jumps is that you can gate paths to the state of the player. If the player is normal, then they can double jump/boost jump. If they're in a state of holding an objective, then you can gate the faster paths out of their reach by disabling their booster/double jump to reward team work (tossing the flag up) and give the enemy a chance to catch up to the flag.
In this day and age though, if I have to consult a manual to be able to play a game, your game has failed. I can't even stand playing Madden anymore because it's like trying to fly a fighter jet.
It's a solid point but not without its disadvantages. You don't get that friends leaderboard, you don't get ramping up skill tasks that are replayable and you don't have that tight focus of stepping through difficulty levels for a particular skill alone.
Further it would also free up the main game to just jump right in balls out without the need for a filler mission or two to get players "used to the game". So you give new modes for re-playability or social competition and you avoid having crappy missions for veteran players of 1 or all previous games too.
I still have vivid memories of Forge creations in Halo 3 that were specifically designed to build sniping skills or warm up skill tasks for players e.g. Foundry fusion coils setup like sheet shooting or Octogon gametype where you went 1v1 BR battles with spectators etc.
Training will always be there in game campaigns, because you're going through training often up until near the end of the game. With proper pacing and design, you don't even know you're being trained. For example, the entire first part of Sierra 117? That's training people to know how to use the gamepad. If you came right off Halo 2, you just jumped forward and followed the Arbiter.
For new players, it fforces them to become familiar with movement. It then forces you to learn how to jump to proceed out of the first area. The winding path familiarizes you with turning. And ther'es no enemies during this part so you feel safe and can learn at your own pace. It finally concludes with the first battle of the game, which introduces you to fact that Brutes are the leaders by showing him summoning the grunts. Immediately afterwards, a phantom comes in and drops off enemies below you, giving you a chance to safely pick them off.
So now Halo 3 has shown you:
- How to move
- How to fight
- Brutes are leaders
- Phantoms drop off new enemies
Without explicitly yelling "YO DAWG THE PHANTOM DROPS OFF NEW GUYS! TAKE COVER AND WAIT FOR THEM TO FINISH! AWWW YEAH OSCAR MIKE OVER AND OUT"
You'll notice the same thing on Tsavo Highway. They start you in a safe place, and light up the warthog in front of you, enticing you to get in it. The big steel door takes long enough to open that at least one marine will get in with you, showing you that you can give rides to fellow marines. Then they send you into a big open winding cave to let you get familiar with how the warthog drives before finally giving you enemies to fight at the end of the tunnel. The enemy encounter is also intentionally set up to where the turret will see them first, so you'll see for sure that the AI will fire the gun for you and can fire in a different direction than you are facing.