I’m sure we all realize that Halo’s objective playlists have always had low populations.
Why? Well, they aren’t really all that interesting for the most part.
The issue with one sided objective games like one-flag, one-bomb, and invasion where teams take turns attacking and defending is that ties happen way too often.
The current system: (for example)
One bomb on Asylum.
Round 1 (5 minutes): Team A detonates the bomb in 2 minutes, 3 secs. Score is 1-0
Round 2 (5 minutes): Team B detonates the bomb in 4 minutes. Score is 1-1
Round 3 (5 minutes): Team A detonates the bomb in 1 minute. Score is 2-1
Round 4 (5 minutes): Team B detonates the bomb in 4 minutes and 30 seconds.
Final score: 2-2 Tie
Why is this a tie? Team A is obviously the better team since they successfully detonate the bomb way earlier than Team B does.
More problems with the current system: Games are way too long, often unnecessarily. Take for example a game where Team A is way better than Team B and wins the first 3 rounds with a score of 2-0 going into the 4th round. Why is the 4th round being played? Team B can only make the score 2-1. They can’t even tie it. All this is does is frustrate them and cause them to quit and possibly quit playing objective games.
You might ask then, “How do we solve this problem?”
It’s actually extremely simple. Make the rounds go into stopwatch mode, which means that the first round starts off at the default as usual, whatever it is (5 minutes for example) and then the next round is set to the time that Team A successfully completes the round (if they do.) For example, if Team A attacks first and detonates the bomb in 1 minute, Round 2 is set to 1 minute instead of the default 5 minutes.
This ensures that the team that captures/detonates faster WINS. This works best with 2 rounds. 4 rounds are arguably way too long anyways.
This has been used in other games like Wolfenstein: Enemy Territory and it provides very competitive gameplay. Think about it! You and your team have to come up with a strategy to finish the round off as quickly as possible while the other team has to hold back for as long as possible so that they have more time to capture/detonate in the next round. EVERY single second counts!
Another issue with the current system that stopwatch mode alleviates is the issue of people turning objective into Slayer. With stopwatch mode, every second counts.
With stopwatch mode:
One bomb on Asylum.
Round 1 (5 minutes): Team A detonates the bomb in 2 minutes, 3 secs. Score is 1-0
Round 2 (2 minutes, 3 secs): Team B couldn’t detonate the bomb in under 2 minutes and 3 seconds, meaning they failed to beat Team A’s time.
Final score: 1-0, Team A wins
Conclusion (tl;dr):
Stopwatch provides for faster, and more competitive games that are more fun and take up less time. It should also help alleviate the issue of quitters and low populations.