Betrayal system thought

What if when someone betrays, then they’ll be marked as a traitor and the teammates could kill them and if they get marked as a traitor a second time then they get kicked off after they die.

Those marked as traitors cannot pick up power weapons, cannot do much damage to anyone, and have a waypoint over their heads. After death, then they’re not marked as traitors.

I think this would solve the problem of everyone trying to betray to power weapons, especially the sniper in BTB. It would also solve the problem of many innocent people that get betrayed numerous times but betray only once because they got tired of the abuse and somehow get booted. The current system is too random in my opinion and it’s better to have a system that goes by the number of betrayals you do. Having two is reasonable because one betrayal could be an accident, but another is a little unlikely.

Thoughts

I think it be cool because it reminds me of campaign a little.

It dosen’t seem fair for those who acidently betray, but for those who do it on purpose seems fair, expescialy if they betray for a power weapon then they can’t use it (haha, trolled by the game)

I think this could be the case if someone betrays twice within a random time period. I know that these happen on accident at times and if all this happened after just one betrayal it would really ruin the game for some.

> It dosen’t seem fair for those who acidently betray, but for those who do it on purpose seems fair, expescialy if they betray for a power weapon then they can’t use it (haha, trolled by the game)

I wish there was a way for the game to decide what’s an accident, but that’s impossible and would make people think the system boots players on random moments.

It’s a good idea. All they need to do is design a system that takes into account a few yes/no variables, while also completely ditching the current system in Reach.

  • Were there enemies on your screen when you betrayed?
    :black_small_square: Maybe a true accident?
  • Were you under fire when you betrayed?
    :black_small_square: Under duress?
  • How close was your victim to any opponents when the betrayal happened?
    :black_small_square: Did you just miss your rocket?
  • Did your victim betray you earlier in the game?
    :black_small_square: Revenge betrayal?
  • Does your victim have a power weapon?
    :black_small_square: Want his sniper?
  • Did you deal friendly damage to your victim all at once (grenade, rocket, mortar), or over a longer period of time (friendly AR, melee)?
    :black_small_square: Were you harassing/griefing him?

It’s far from impossible to design a working betrayal system. Who knows why Bungie failed so hard on Reach. The good news is, 343i has surely learned from Bungie’s mistakes and will take special care in their design for Halo 4.

In my opinion Friendly Fire should just be off.No Betrayals,No Killing over weapons,a valid system that every game uses now.and its not some crazy system.

> In my opinion Friendly Fire should just be off.No Betrayals,No Killing over weapons,a valid system that every game uses now.and its not some crazy system.

Halo is a game that revolves around teamwork, and sloppy teamwork should have a consequence. Taking off FF is an unreasonable solution…

erm…edited…original post below in quote…sorry for confusion.

> Any noob who would kick me from a game of slayer can do it, then go on to lose pitifully with 2 or less players. (Since I am a splitscreener)

Honestly not being to pick up power weapons and having a waypoint is unnecessary. Waypoints will only cause teammates to kill you as soon as they see you for an accidental betrayal, and result in more negative points and team killing until no body remains but one.

It just needs to be simple, and the game needs to pay more attention to details. More “if then” functions.

Would a voting system like L4D work to remove horrible players?

i had a good idea a while back. A “betrayal” stat would be created that is visible in the players service record for all to see. This stat would keep track of the players betrayals over the course of their entire career. If said stat were to reach an unacceptable level, the player in question would either recieve a “Betrayal Ban” or be forcibly removed from normal matchmaking into a “Betrayers Matchmaking” so they can have fun betraying each other, thus taking the trash out, so to speak.

I think that when you damage a team-mate a timer should start, if you kill the teammate within 1 second, it dismisses it as accidental and you are only penalized with a 5 second longer re-spawn. If you kill them in 2-3 seconds you should receive a 20 second re-spawn delay as it may have been grenade spam. If you kill them in 4-5 seconds you should be booted as it was clearly intentional.

> i had a good idea a while back. A “betrayal” stat would be created that is visible in the players service record for all to see. This stat would keep track of the players betrayals over the course of their entire career. If said stat were to reach an unacceptable level, the player in question would either recieve a “Betrayal Ban” or be forcibly removed from normal matchmaking into a “Betrayers Matchmaking” so they can have fun betraying each other, thus taking the trash out, so to speak.

I disagree with the “Betrayer’s Playlist” but the betrayal counter that is visible to others would be a good deterrent to people who care about stats.

> Would a voting system like L4D work to remove horrible players?

This^, but I bet people would find a way to complain about that too…