I think it’s important for the longetivity of the game to have two separate ranking systems and a variety of unlockables to keep the population numbers high. One that promotes time played (although a bonus should be included for winning) and one for skill based matchmaking.
Time Based Progression
I think this game could borrow a lot from the Call of Duty franchise. Hear me out. The idea of prestiges which allows players to reach max rank and reset to 1 with a different rank given to those that do. This allows players to feel much greater progress as instead of taking 50 hours to move from one level to the next at the later stages, you will be seeing steady levelling throughout.
With the earlier ranks moving faster than the later ranks, it gives a greater sense of progression and refreshes the later level grind. Gears of War and other big titles have already started using this format.
Rank Based Progression
Lets be honest, the numbers for ranked are very low for Halo MCC and Halo 5. The population for Halo 3 remained decent even after the release of Halo 4. Why is this? Well I believe newer players are discouraged by the current format. Ranking should be easy and generous at first and get progressively harder to the max rank. Let’s for argument sake say it’s no longer 50, and is now 100 instead. Players could move through 1-30 incredibly fast and then have progress be more difficult as it gets higher. It will split out the players evenly and quickly so you don’t have good players stuck down low for ages and discouraging other players. It should always math parties vs parties too, no exceptions.
You want to get the good players out quickly and reward those that persevere in it so they keep coming back for more. Halo 3 did this very well, but deranking accounts were a plague (people who purposely lost to get bad records so they could boost their friends to higher ranks).
Easy solution, use a similar format to Halo 3, but have the enemy teams ranks compare to your own personal rank and NOT your teammates. Let’s say your account was decided similarly to how Halo 3 ranked you, the average of the other team would be taken and if your account is higher than their average then you are expected to win, so you get less rank for winning and more rank lost for losing than if their team average is higher than your rank. This rewards players who beat solid teams, like Halo 3 did, without encouraging derankers.
Unlockable and Rewards
The nameplates are a good idea with MCC and again looking at something like Call of Duty or Street Fighter, nameplates as online rewards is a good way to reward continuous play. A nameplate for reaching level 40. A nameplate for winning 3, 4 and 5 games of ranked team slayer in a row. A nameplate for 100 needler kills, 100 BR kills. By setting out little goals it will encourage players to continue working for them. Once someone has got the 3 in a row, you can be sure they’ll want that 4th in a row. Having lots of little and often rewards, especially early on is a great way to build up the mentality for the fans to stick around.
Something to consider. I think MCC shows that Halo 3 is the clear favourite of the franchise, so it’s worth them using that data on building the core mechanics of Halo Infinite. Slightly reduce kill times, a fresh vibrant more cartoonish colour scheme, skill based progression and some 10/10 core maps. Small aggressive maps with interesting movement and lines of sight, let’s be having you.
If you have gotten this far, thanks for reading my suggestions and let me know how you would change or argue with this proposal. Would love for them to read through this, although I imagine they’ve already designed a system and are pretty content with what the talented guys and gals at HQ have come up with.