Look, it’s no secret that ordnance drops have received polarizing feedback. The majority of the forums is against them however, and call for their removal. I don’t think this is the correct approach. Ordnance drops as is are bad for gameplay, one might say detrimental, but I think there is a way to fix them. To make them halo-fied.
Ordnance drops are now team based, and any weapon dropped is by kills only, preferably a killing spree. These now only exist in team based sayer game-types, and are more limited but encourage map movement and team play, things halo is all about.
How they work goes like this: there are 3 power weapons on the map that can only be on the map if someone puts them there, but these weapons are mid level power weapons that have a skill gap. They are the same weapons every time.nWhen one player gets killing spree medal they have a choice to call down one weapon to its location, this can only be done twice for each of the two or three positions. When a killing spree is reached, a message across the HUD will say “ordnance drop imminent”, but will not say who is refilling it. Once someone calls down a drop, the message will change to “position x resupplied”. So you know when someone has an ordnance drop ready, you know when it’s dropped, where it’s dropped and what weapon is dropped in that spot. The weapons that are dropped can not be used by the person who called in the drop and when one person has an ordnance drop ready, some one else can use his or hers until the person who got it first uses it and can’t refill the same position until 2 minutes has passed.
The same thing can be done with vehicles. There would be 2 vehicle spawn points that adhere to the same rules as the other type of ordnance drop stated above. These vehicles are team based vehicles such as warthogs, prowlers, or specters. These positions can only be refilled once or twice depending on the game type. This type on ordnance drop occurs in big team objective games only and can not be in the same match as the other type of ordnance drop. As with gun drops, these can’t be used simultaneously, and positions have refill timers.
This would work with halo map design rather well as they both require skill to pull of, are predictable, promotes team work and map movement. All classic halo qualities, all of which were sort of messed with in halo 4. ( they were not destroyed however, just lessened a little bit )
Just to be clear, this does not replace weapons spawning normally on the map. It merely gives players some control over that aspect of the game.