I believe 343i will likely end up having a special Halo Championship Series (HCS) Ranked playlist; in other words, a playlist that’s geared specifically for the HCS such as the current HCS Summer Preview playlist. I may not fully agree with that decision, but I don’t hate it either as long as a corresponding change is made with it by replacing Team Arena with a Team Objective playlist. What I lay out below is the overall breakdown that I’d like to see for Halo 5 as well as most future titles.
RANKED ARENA: Characteristics - Core competitive modes and a scoring system that’s focused on the competitive objective only; in other words, in a slayer match earning a kill only nets a single point toward the total score goal and in a CTF match a flag capture only nets a single point toward the total score goal, etc. No JiP whatsoever unless it’s integrated in a way to only allow players re-entry into active matches they perhaps accidentally got removed from. A surrender feature that becomes available after the score differential becomes significant. Friendly Fire is on for all modes with shields along with “boot” options for continuous betrayals; non-shielded modes (aka SWAT) involve ricochet effects when performing Friendly Fire. Visual Competitive Skill Ranks (CSRs) are team-based performance driven (FFA is the obvious exception). Skill-based matchmaking (SBMM) in Ranked playlists have match-make rating (MMR) caps.
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HCS (4v4; HCS modes and settings)
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Slayer - CTF - Strongholds
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Doubles (2v2; mixed-bag)
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Slayer - *Extraction (1-Site)
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SWAT (4v4; minor weapon variants)
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Slayer (4v4)
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Lone Wolf (6)
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Grifball (4v4)
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Objective (4v4) [Seasonal Rotation?] - offsets seasonally with Snipers; however, if Objective proves to be a lot more popular than Grifball then Grifball should replace this playlist in the seasonal rotation with Snipers
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CTF - Strongholds - *Extraction (1-Site)
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Snipers (4v4) [Seasonal Rotation] - offsets seasonally with Objective… or Grifball?SOCIAL ARENA: Characteristics - Diverse thematic playlists and a scoring system that will typically reward points based on positive actions; in other words, in a slayer-based match earning a kill would net the most amount of points towards a total point goal, but assistive actions (regarding the objective) would also earn players some points toward that total goal too. A point-based scoring system (similar to Halo 4, but simpler) is meant to acknowledge and reward contributions toward the match objective(s), but this type of scoring system may not work for every Social mode. A limited JiP is a must, but getting JiP’d into a losing match should not cause the loss to get recorded against the JIP’d player’s statistics unless the team took the lead at some point after they joined before going on to lose. Friendly Fire should be off for most modes or limit it to only affecting shields (not health). No CSR and the SBMM in Social playlists has no MMR caps.
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Slayer (5v5; mixed-bag of slayer-based only objectives)
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Slayer Variant [Weekly Rotational] - Example: Covenant Slayer and Promethean Slayer rotate - Super Fiesta - *Regicide - *Headhunters (modified) - Shotty Snips [Weekly Rotational] - Example: Shotty Snips and Mythic Shotty Snips rotate
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Skirmish (5v5; mixed-bag of non-slayer-based only objectives)
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CTF - Strongholds - *Extraction (1-Site) - Ricochet - Oddball
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Big Team Battle (8v8; mixed-bag of modes) - forge-able Warzone maps made available for use within this mode without the REQ system and AI influence – a potential Halo 6 capability?
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Slayer - CTF - Strongholds - *Regicide - Assault (Neutral Bomb) - KotH - DMRSWAT
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Breakout (4v4; mixed-bag of round-based game-play modes)
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Extermination - Elimination v1 (1-life slayer w/ secondary objective) - Elimination v2 (1-life slayer w/ secondary objective) - *1-Flag CTF (1-sided non-elimination retrieval) - *1-Bomb Assault (1-sided non-elimination infiltrate)
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Action Sack (variable; mixed-bag of wacky customs & mini-games)
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Infection (variable?; mixed-bag of infection variants)
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Multi-Team [Weekend Rotational] (variable; multi-team modes) - Weekend rotational playlists rotate amongst themselves.
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Featured [Weekend Rotational] - a particular mode gets featured; maybe something new?WARZONE: Characteristics - REQ system and AI involvement on top of most of the Social environmental characteristics. It’d be nice to see the REQ system include base fortifications – including the AI Marines that get called in to help defend/attack. Between the PvE only modes (Invasion, Firefight, & Survival) each week there’d be one Heroic, Legendary, and Mythic difficulty option to choose from (they rotate).
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*Dominion (12v12; PvP & minor PvE) - Base capture is the primary objective of this mode (scoring a la Strongholds) as well as possibly achieving an early victory by core destruction. Base defenses or fortifications should be the extent of the AI aspect of this mode. A potential [Weekend Rotational] mode “Warlords” allows Fireteams of 6 and 12 players only; otherwise, the playlist is capped at Fireteam sizes of 6.
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Warzone (12v12; PvP & heavy PvE) - Similar to the current H5 version, but with some AI Boss scoring modifications such as this or by giving AI Boss’ individual health bars associated to each team; plus, in future titles it’d be nice to see REQ-based fortification aspect. Two potential [Weekend Rotational] modes “Turbo” and “Warlords”. Side note: I wouldn’t necessarily miss this mode if it got outright replaced by the Dominion mode, but figured having two PvP modes makes sense as long as the population can handle it.
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*Invasion (6-12?; PvE) - A linear progressive core assault mode that’s strictly against enemy AI. Start from your HQ base and progressively gain access to AI controlled bases before reaching the AI HQ base. Each AI controlled base has an extraction/conversion-like feature to it that needs to be activated by you or your team and then protected (including base fortification aspects) from AI counter-attack waves while it attempts to provide access into the next progressive AI controlled base and map section. The goal is to eventually unlock access to the AI HQ base and its’ core. The mode would be a race against the clock to complete the individual stages (aka base related unlocking tasks) as well as to accomplish the final goal (core destruction) – perhaps the overall time count could stack based on how quickly a team managed to achieve the individual tasks leading up to the final goal which would provide extra time for achieving the final goal. Weekly rotational Heroic, Legendary, and Mythic versions.
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Firefight (8; PvE) - The Halo 5-styled Firefight with no base defenses or fortification aspects. Weekly rotational Heroic, Legendary, & Mythic versions.
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*Survival (4; PvE) - Classic Firefight mode where you’ve got a limited amount of total lives (team pool) and you’re attempting to survive all the enemy waves/rounds from a defensive position. This mode could get tied to a core defense goal if it was decided that the base you spawned and were mostly held-up in was a HQ base instead of a central garage base. Including the base fortification aspect through the REQ system could be a helpful addition to this mode too. Weekly rotational Herioc, Legendary, & Mythic versions.CUSTOM BROWSER: Characteristics - Drop-in, Drop-out system and allows multi-person Fireteams to join as a group*.*
MATCHMAKING CO-OP CAMPAIGN: Halo 6?
* Requires or may require developer involvement to create in Halo 5.