How halo 4 ordinance should work?

As we all know, ordinance is a bit out of tune. Every thing in ordinance is obtained by pure chance. And chance isn’t always fair. Like casinos. Requisition may fix the problem a little but things should change. And here is how I think it should change:

First off, ordinance should be gained by 4 kills.
And there should be 3 ordinance options:

D-PAD LEFT: Speed boost
D-PAD RIGHT: Frag grenades
D-PAD DOWN: Needler

But when 30% of the game has passed, these options should be available, but according to (Non-DLC) maps for 5 more kills:

Sticky Detonator:Adrift,Meltdown,Ragnarok
SAW:Complex,Abandon,Vortex
Railgun:Complex,Longbow,Ragnarok
Concussion rifle:Haven,Solace,Vortex
Shotgun:Adrift,Longbow
Scattershot:Haven,Abandon
Energy sword:Solace,Meltdown

D-PAD LEFT: (According to map)
D-PAD RIGHT: (According to map)
D-PAD DOWN: Overshield

But when 60% of the game has passed, these options should be available, but according to (Non-DLC) maps for 6 more kills (Other weapons are not found in ordinance but in the map itself):

Rocket Launcher:Complex,Ragnarok,Meltdown,Longbow
Sniper Rifle:Haven,Adrift,Ragnarok,Meltdown,Longbow,Abandon
Fuel Rod Gun:Meltdown,Solace,Vortex
Gravity Hammer:Haven,Adrift,Complex,Solace,Vortex,Abandon

D-PAD LEFT: (According to map)
D-PAD RIGHT: (According to map)
D-PAD DOWN: Damage Boost

Handicap:
--------Higher players in score:-------Lower Players in score:---------
For BTB: First 2 gets prev. ordin. No effect
For Slayer: No effect Last one gets forward ordin.
For Domin.: First is Stuck with first ordin. No effect

Since requisition is made useless, it should be replaced by “Endurance” armor mod which increases the duration of powerups.

I don’t like ordinance at all, actually. It rewards individual play as opposed to team play. Even if they changed it to where it is also affected by team play, I wouldn’t like it because it gives even more advantage to an already winning team.

Halo without ordinance altogether was about controlling points on the map and controlling weapons, but the gun in your hands and enough skill and teamwork could still beat the winning team back. It’s not a huge issue in Halo 4, but all ordinance does is allow the better team to become even better.

What I would like ordinance to become is a system of selection. If a team controls a zone where power weapon would spawn, whoever owns that zone (designated by whoever first walked into it assuming no enemy is also in it) can choose from a selection what weapon would spawn. This list would be constant, and would be based on the map.
I wouldn’t replace all power weapon spawns with this concept, but including it on a few maps would make the gameplay more interesting, as players could choose a weapon that would better fit the scenario, they could use this weapon to perhaps win back some territory, and it would be fair since it requires some map control to achieve and (on good maps, anyway) wouldn’t really give any team an unfair advantage.

Understand that the point isn’t to even out teams in any capacity through the game, just to make it possible for a comeback that requires strategy and skill as well as making sure you aren’t enabling the ‘superior’ team even further.

Why not ammo and grenades simple? To go with themloadout.

> Why not ammo and grenades simple? To go with themloadout.

Because my idea is about giving the capacity to win to the losing team while keep it fair to the winning team and not giving either side a distinct advantage aside from what is earned.

Personally, I don’t like the concept of Personal Ordnance in general, because it uses a personal “kill-streak” system, what makes it simply not really fair or equal to all players, in my opinion.

I think a player should not be rewarded with a bonus advantage for playing good (or simply collecting points like in the current implementation) via something like POD, since playing good already implies an advantage over your opponents.

> Why not ammo and grenades simple? To go with themloadout.

I think with turning PO into a simple loadout refill you would nerf it to the point of redundancy.

IMO, no adjustment to Ordnance will have as good of a combination of fun and competitiveness as the ability to predict and control on-map pickups with static timers.