Halo 4 NEEDS incentives to win objective

First of all sorry if this has been discussed before, anyway this in my opinion is one of the biggest problems in reach. I remember in Halo 3 some of the most epic battles I ever had were in BTB CTF, one time I had a 12 minute fight with the other team over a flag that was stuck in the middle of the map,It was so fun i recorded the match. I have not had a single battle like this in reach. Why? Because no one gives a yoink about getting the flag(myself included) because there’s no reason to. All going for the flag does is lower your k/d, and cause you to get less kills and less credits and ends the game faster.

There is 0 incentives to win in Reach, in halo 3 you didn’t get anything if you didn’t win,this led to awesome last second flag captures,huge long battles over flags, defending the armed bomb with your life ect. You can do this in reach but it doesn’t feel satisfying or fun when you’re punished for it and your team doesn’t care. In reach everyone only goes for kills, the action is not centered around the objective. So if I spend my time trying to win I get rewarded with being an easy target, having no team support and getting repeatedly killed for no gain. I’m not saying you should only be rewarded for winning on objective gametypes because sometimes you get a crappy team. Here’s my idea using halo 4’s point system:

Lets just say maps are 100 feet long

10 points=1 kill in team slayer

Scoring a flag=50

Getting a protector medal for protecting flag carrier=20

Killing person within 10 feet of friendly flag carrier=15

Moving flag 10 feet closer to goal(encourages people to help even if they think they can’t score)=5 for each 10 ft

Killing flag carrier=20

Killing flag carrier if he is within 20 ft of goal=25

Killing player within 10 feet of enemy flag carrier=15

Returning flag=20

Armed bomb=30

Bomb blows up=20

Killing player while he is disarming bomb=25

Disarming bomb=25

Killing player within 10 ft of armed bomb=15

Basic kill=5

If you have anything to add please leave a comment or if you have ideas for points on other objective gametypes.

I think Halo 3 pushed it with ‘you have to win to get anything’ theme. Reach didnt work well either. I think Halo 2 did better where your points were earned by what position you got in the game in general. (so if you lost in BTB but if you were the match’s MVP you still earned EXP.)

And another issue I believe Reach has with it’s 0 incentive is how the matchmaking works. Like how a group of randoms that are ranked general or lower are placed up againts a whole team/clan of high-end ranks like inheritors and relaimers.

I think if your team doesn’t win, and it’s an objective gametype, you should get at most 25% of the exp/credits/reward/whatever that the winning team would get.

Perhaps if the winning team just recieved twice the exp of the second place team.

I don’t need a lot of incentive, I just don’t like losing, lol.

Victory does give you a significant boost of XP, so does Objectives! :smiley:

343 should go for the Halo 3 method.

I don’t think the losing team should get nothing, that can quickly lead to frustration if you consistently get stuck with bad teams, etc. I wouldn’t mind seeing the winning team get like 1.5x or 2x the EXP the losing team gets. Plus, effort should play a part. If a losing team puts up a good fight, they should be rewarded.

Forget about dragging out the game to farm out more credits, just play the game objective. If all you care about is kills, ONLY play game types that directly focus on that, other wise you part of the problem.

Besides from what I’ve seen in Halo 4. You can NO longer farm, although I’m sure some will figure out a way :frowning:

Play the objective people, score the ball, capture the flag, hold on to the ball, whatever it is…your K/D ratio is NOT the most important thing.