Finding A Balance

Halo 3 Rewarded Team-Work in Matchmaking (Win or go without, essentially)
Halo Reach Rewarded going Solo. (More kills = more credits, when you boil it down.)

Halo 4 needs to find a player reward system that rewards you for a good game, but at the same time promotes teamwork and Objectives. Reach unfortunately has no credit incentive to complete objectives, when arguably they are the backbone of Halo.

As a basic system. I was thinking about having a credit system, like Reach, but then instead of commendations pooling credits, have fixed rates. Eg: 1 kill = 1 cR. 1 mid level medal = 1 cR (for example double kill, killing spree, etc). high level medals = 5 cR (Rampages, killtaculars, etc). Rare medals = 10 cR (Perfection, Killionaire, Extermination, etc).
Objectives games would function differently, where credits would be rewarded to things such as:
Objective carrier kills, Objective stolen, Objective plant/arm/capture, etc.

When a game ends, this value of credits will be shown, and then a modifier will be displayed. This modifier would be playlist or game-type specific. The modifier would be the weighted average of other ‘sub-modifiers’ if that makes sense.
Some examples.
Team Slayer:
Win/Loss. Boolean, 3 for win, 0.5 for loss.
Kill death ratio: = kdr

For instance, a player plays a game of Team slayer, accumulates 100 credits by the end of the game, before the modifiers. The payer won the game with a k/d of 1.17.
(3 + 1.17) / 2 = 2.085
2.085 * 100 cR = 209 cR

Multi-Flag CTF
Win/Loss. Boolean, 3.3 for win, 0.5 for loss.
Flag Captures, Flag carrier kills, etc. Calculated per game, put on a normal distribution. So if a player gets all the flag caps in a game, they will get a high multiplier (~5), if none, then maybe a multiplier of 0.8

For instance, A player finishes the game with 125 credits, before modifiers. The player killed one flag carrier, scored 2 flags, and stole one from an enemy base. A total of 10 flags were stolen in the game, and 5 were scored.
This puts the player in the upper quartile (assuming it’s a 4v4), lets say for sake of example, a multiplier of of 3x
(3.3 + 3) / 2 = 3.15
3.15 * 125 = 394 cR

Notice that the objective game received more credits? This is due to the high multiplier, due to playing a good game. As it should be.

I’m not saying this system is perfect. It’s far from it, it’s just the idea. But personally I think this system will combine the Halo 3 and Halo Reach systems to provide a much more rewarding incentive to play the game as it is intended.

Community, any thoughts?

I like the idea! And i started a thread like this a while back with no positive response. So good luck.

I’ve got a good reward system.

You get nothing other than credit for the win. None of this BS where it’s all about racking up medals to the detriment of your/enemy team.

Reach is a stats padders game and despite all the garbage Bungie spewed pre-launch not one change introduced with Reach made for better objective play or rewards for the people that do objective.

Lack of encouragement for teamwork/going for the win is part of what makes Reach such a lousy game.

> I’ve got a good reward system.
>
> You get nothing other than credit for the win. None of this BS where it’s all about racking up medals to the detriment of your/enemy team.
>
> Reach is a stats padders game and despite all the garbage Bungie spewed pre-launch not one change introduced with Reach made for better objective play or rewards for the people that do objective.
>
> Lack of encouragement for teamwork/going for the win is part of what makes Reach such a lousy game.

i agree but we are talking about halo 4

Halo Reach puts more of an emphasis on teamwork than Halo 3 did. Maybe not for useless Cr’s vs EXP, but for winning it did.

i agree cause reach point system was dissipointing to me. ppl with alot of credits most of the time sucked. so with the one u proposed if i am saying this correctly. u dont always get alot of credits, well u must suck at team work or suck period. get alot almost everytime. your good at teamwork and gettin your own kills.

> Halo Reach puts more of an emphasis on teamwork than Halo 3 did. Maybe not for useless Cr’s vs EXP, but for winning it did.

Only one playlist is ranked (Arena) so that argument doesn’t hold up at all. In the other playlists winning or losing doesn’t affect anything worthwhile.

With the system I proposed, you will recieve more credits for playing the game as it is meant to be played, and well.
This will be gametype specific. So if you score heaps of flags, and defend your base, you’ll get more credits than someone who gets more kills, and loses the game.

Hate to bump an old thread, but I feel that this idea needs to be seen, given the threads at the top of the forum currently.

Pro tip: Don’t divide credits for a loss, multiply them more for a win.

So in your example winning in slayer is 6x and losing is 1x.

Functionally, it’s exactly the same, and you can scale the payouts and rank requirements accordingly, except people don’t get pissed off when it seems like you’re taking away credits they’ve already earned during their playing. Punishing them for losing when it might honestly be down to their teammates. Make the carrot bigger rather than introducing a ‘stick.’ etc. etc.

Sound cool?

Your system would probably be in improvement on what we have in Reach at the moment anyhow, as it would offer more incentive to be the flag carrier or oddball carrier rather than uber-man defending with the rocket launcher or something.

However, I don’t see any safeguards against objective holding, and you would probably get more issues with people betraying for flag-caps and such.

The idea I had was mainly to offer bonus credits for Quick Wins. So winning a CTF game in 15 minutes would be worth less (at least on a cR/minute sense) than winning a CTF game in 5 minutes.

I think the reward system should be kinda like Halo 3. You win, 1XP. You lose, 0XP.
However, if you get a good K/D or play as a great team member, you get bonus XP.

I also think, you should be able to choose whether to use your XP on extra’s, or use it to go up GRADES. Skill however, could be accomplished in a different playlist, yet you can still gain XP in it as-well.

This XP could also rack up to unlock Armors, visors, colors, decals, etc. And maybe you could unlock things like “Spawn with sticky grenades” or “Spawn with bubble shield” or possibly even “Spawn with double ammo”. Personally I think this’d be a good idea because It’d be more rewarding for people to unlock these ‘extras’, instead of BUYING them with cR, and at least these extra’s would be worth something.

Anyway’s, please let me know if this idea is good. I know it’s pretty basic, but I do know that it could be an interesting multi-player layout.

Ugh… I wish I could say an opinion but I’m terrible at math…