H:4 Multiplayer

Warning: This is probably going to be pretty long. There is no TL;DR version.

Halo 4 Matchmaking System

Experience
-1 exp for every win.
-0 exp for every loss.
-If it’s a steaktakular in favor of your team, 1 additional exp is given.
-If it’s a steaktakular not in favor of your team, 1 exp is taken.
-The acquisition of any of the “Legendary Medals” during a game awards the player an additional 1 exp. Only 2 additional EXP can be rewarded total for “Legendary Medal” acquisition.
-Minus 1 exp for quitting a game.
-Minus 1 exp for full game AFKing.
-Maximum EXP earned in one game possible (w/ Double EXP Weekends) would be 8. That’s for an astounding game. (Win, Steaktakular, 2 “Legendary Medals”, Double EXP Weekend)

Playlists
-50/50 split Ranked and Social playlists.
-Ranked Playlists Include:
-Arena (4v4)
-Arena Doubles (2v2)
-Ranked Team Slayer (4v4)
-Ranked SWAT (5v5)
-Ranked Snipers (5v5)
-Ranked Big Team (16+v16+) (in case they add more players per game… hopefully)
-Lone Wolves (1v1v1v1v1v1v1v1) (Yes, I’m bringing it back. Lone Wolves was the -yoink!-)
-Ranked Fiesta (6v6) (showing how good you are no matter what weapon you have? just an idea)
-Social Playlists Include:
-Living Dead (Infection)
-Grifball (4v4)
-Multi-Team (3v3v3v3)
-Social Slayer (4v4)
-Rocket Race (2v2v2v2)
-Deadlock (1 v 1)
-Team Objective (5v5)
-Fun For All (Variable) (for random “game” gametypes that don’t fit in any of the other playlists I.E. Monster Jam)

Rank

Doing away with Mu and Sigma when it comes to the Highest Skill of players in Multiplayer.

Players are given a specific “number” in each playlist (Highest Skill) from 1-100. To progress up the chain of Highest Skills, you must complete a certain criteria to get to the next highest skill.

And then the ranks would be the same, up to general as in reach (barring Commander for the sake of having 10 ranks from 1-50). From Private to Sergeant no Highest Skill is required but once you hit Sergeant, a highest skill of 15 in a playlist is required to continue in ranks. Then each rank continues in 5 “HS” increments up to General. And then the same up to Inheritor.

An example of a criteria you would need to meet to move up a highest skill would be, say, in between HS’s from 1-15 in Ranked Snipers, you would need to go 2 wins in a row with at least 6 kills each game. (as an example, like I said).

Extra Notes:

Now that the experience earning is back to a much more linear level, Double EXP weekends and things like that are much more applicable as opposed to random Jackpots.

Challenges can also be implemented for the acquisition of… say… 15-20 EXP per challenge.

Due to the fact that cR would be gone, Armor would be earned as Ranks are achieved, and as Achievements are earned. (Possibly for one of the “higher up” pieces of armor, you need to get an Extermination in a game or something like that. Getting a Legendary Medal would just be an example of a feat you would have to do to get pieces of armor now that cR would be gone).

Notice this system appeals to both Casual and Competitive gamers. The criteria for getting a higher HS would get increasingly more difficult over time, and yet the acquisition of experience is completely linear for those who really don’t care about ranks.

Let me know what you think, and, please, don’t comment on parts of it if you haven’t read it all because I do reference one section in another many times.

I’d say to really reward players based on the skill of that specific gametype (Ex: Slayer, -1 EXP for a K/D Spread of -10, CTF Gain +1 EXP for capping a flag, kills and whatnot do not affect EXP, Assault, kill someone holding the bomb within 20 feet of your base’s plant area, +.5 EXP, arm and detonate a bomb at the enemy base, +1 EXP.) And for all these games you would still get game completion EXP and such.