The betrayal booting system is of course absolutely necessary, but it had two main flaws in all existing Halo titles: Not giving the option to boot when a betrayal is intentional (false negative), and giving the option to boot when a betrayal is unintentional (false positive). While the betrayal booting system can never be perfect, it can be improved by making it smarter.
What Halo 4 needs to do is assign a point value to each betrayal in terms of how likely it is to be intentional, and then decide whether or not to give the option to boot based on the current betrayal and the betrayer’s recent history. This will reduce the frequency of false positive and false negative results.
Some betrayals should have very low point value. These are betrayals that are frequently the result of common reckless or careless play, or can happen through no fault at all of the betrayer. The following are examples of this.
-Vehicle driven off cliff, or explodes in a kill zone, passengers get betrayed (once per game)
-Vehicle the betrayer is operating or shooting at explodes, wreckage splatters teammate
-Splattering a teammate with a vehicle
Other betrayals should have their point value reduced IF there is an enemy within X meters of the betrayed player. These are situations where through your negligent or perhaps panicked use of power weapons, you kill a teammate along with your enemy, and you shouldn’t be booted.
-High explosives, such as a tank/wraith shot or a rocket
-Grenades
-Sniper Rifle
-Splatter
-Gravity Hammer, Shotgun, Sword (only if enemy is very close)
The point value of these betrayals, with the exception of Splatter, should NOT be reduced unless there is an enemy nearby.
Some factors should reduce the point value of vehicle betrayals.
-If the betrayer is on a Killing Spree or Wheelman Spree with his vehicle, or he has a high K/D with that vehicle in his history. This shows the betrayer is likely using the vehicle to work hard for his team, and his recklessness is more forgivable.
-If the betrayed is the gunner of a Scorpion or Wraith (it’s easy to betray your gunners when you’re desperately blasting away hijackers), or he’s “riding” on your vehicle
-If the betrayed recently dealt any damage to you or the vehicle (some sore losers who wanted to get to the vehicle before you did will actively try to get splattered)
Some betrayals should be “red flag” betrayals, meaning that there’s no way in hell they could have been done by accident, and they should have the highest possible point value. These should always trigger the option to boot unless the betrayer has an extremely clean history, in which case he should get one free pass. Here are some examples.
-Betrayals with any weapon that takes many shots to kill, and the betrayer alone took the betrayed from full shields to dead (AR, Plasma Rifle/Pistol, DMR, BR, Magnum, Ghost or Warthog gun, etc.)
-Double melee
-When the betrayed is holding a valuable power weapon, and there is no enemy nearby when the betrayal happens
-Any time the same teammate is betrayed twice
Some betrayals should be given one entirely free pass per game. These are betrayals where the betrayed was griefing and “deserves it”.
-The betrayed has been holding the objective for 90% of the time of the last three minutes.
-The betrayed has neither taken nor dealt any damage (to/from enemies) for the past three minutes, meaning he’s either hiding or AFK.
-The betrayed has dealt heavy damage to or betrayed the betrayer more than once during the current game. If the betrayed retailates for this betrayal, the option to boot should be given.
I’m not going to try and create a numerical formula here, 343 has much better access to the data than I do, but it would be very helpful.