Arena: (all of these playlists feature fireteam restrictions)
-
Slayer (4v4 w/ visible CSR - aka “ranked” and no JiP) - Skirmish (4v4 w/ visible CSR - aka “ranked” and no JiP; Multi-Flag CTF, Strongholds, Ricochet, & 1-Site Extraction) - Breakout (4v4 w/ visible CSR - aka “ranked” and no JiP) - SWAT (4v4 w/ visible CSR - aka “ranked” and no JiP) - Doubles (2v2 w/ visible CSR - aka “ranked” and no JiP) - Lone Wolf (1v5 w/ visible CSR - aka “ranked” and no JiP) - Social Arena (5v5 w/ limited JiP and no visible CSR - aka “unranked”; Slayer, SWAT, Regicide, Snipers, Arena Breakout, Multi-Flag CTF, Neutral Bomb, KotH, & Oddball) - BTB (8v8 w/ limited JiP and no visible CSR - aka “unranked”; map dependent, but modes of Slayer, Regicide, Multi-Flag CTF, 1-Sided CTF, Bomb Assault, Neutral Bomb, Multi-Site Extraction, Strongholds, KotH, & Oddball should all receive consideration)
Weekend Social options: (None have visible CSR - aka “unranked”, all team-based games include a limited JiP, and none include fireteam restrictions) -
Action Sack (5v5; Fiesta, Plasma Wars, Mini-Slayer, Snapshot, SWATguns, Paintball, Medal Madness, Lightning Flag, Gungoose CTF, etc.) - Snipers (4v4; Standard, Mags & Snips, Shotty Snipers, and Dual Snips - aka Human & Covenant) - Multi-Team (Fiesta, Slayer, Mini Slayer, Snapshot, SWAT, Regicide, Headhunters, Crazy King, Rocket Race, Rocket Hog Race, etc) - Infection (1v12; Last Stand, Hivemind, Safe Haven, etc.) - Rumble Pit (1v7; Juggernaut, Fiesta, Gun Game [new], Regicide, Rockets, Mini Slayer, Snapshot, Paintball, Crazy King, etc) - Community Options (Grifball, Race, “Classic”, etc.)Warzone:
-
Heavy PvE (12v12) - basic mode; tweak AI boss point awarding to this. - Heavy PvP (12v12) - aka Warzone Assault; plus, perhaps any new PvP focused additions too.Note 1: The “limited” association with JiP is to enforce the concept that the system shouldn’t add players late in games or if the score disparity is so great that a comeback is highly improbable or impossible. Also, players who are JiP’d into a match where the team they joined is losing shouldn’t be credited for a loss unless the team they joined managed to take the lead before eventually losing.
Note 2: This breakdown should fit fairly easily into your matchmaking outlook by limiting the fragmentation of the player base amongst too many playlist options and their playlist population demands while at the same time providing an expanded amount of game type diversity to lessen any potential fatigue factor. An additional method to reduce any fatigue factors would be to continue adding maps to the playlist rotations and to add a one time veto option (like Halo 3) because the lobbies reset after every match preventing us from being able to properly cycle through the maps/gametypes.