idea for a community-based PvE mode

I had an idea for a community based PvE mode. It is mostly inspired by spartan ops with elements of firefight’s challenge and life system. the mode is story based, being y=told over multiple seasons. Each season would bring 3-4 new missions to play. New seasons would have a set of extremely difficult seasonal challenges (1 per mission). Depending on the total percentage of overall player population that has completed the challenges before the season ends, the outcome of the season’s story arc will either be a victory or defeat (for example: if 50% or more of the player population have completed the challenges, then season ends with a victory. But, if 50% or more have not completed or have failed the challenges, the season ends with a defeat). The next season will continue off of the story outcome of the previous season’s victory or defeat. To make it even more difficult and increase incentive, I had the idea that players only get one shot at completing each challenge. if they mess up they fail the challenge. The player can still go back and play the mission, but the challenge will no longer be achievable.
players would experience each mission cutscene in the first person perspective. I was debating whether or not the player’s character should have a voice during cutscenes(was thinking along the lines of a custom selected character voice), but decided it would be better received for them to be completely silent like the rookie or fireteam crimson.
4-5 players in a team
in each mission, teams would have a limited number of lives (a life pool of 3 lives shared by a team). if the team dies with no remaining lives, they fail. If there is no living players, regardless of remains lives, they fail and are forced to restart the mission (this would get counted as failing a challenge).

Controversial opinion:
this mode would also re-introduce the halo reach style load out system. the load out system would only be for this game mode.
Personally, I think this would allow the player to be further immersed in the game as well as personalize their spartan and the way they fight through each mission. the player would select the load out at the start of the mission, and will not be able to change it until the mission ends.

I think it would be a good idea, but it needs work.

> 2533275026446288;1:
> To make it even more difficult and increase incentive, I had the idea that players only get one shot at completing each challenge. if they mess up they fail the challenge. The player can still go back and play the mission, but the challenge will no longer be achievable.

Currently in multiplayer, afk players can ruin experiences, especially if you match with more than one. In this system, afk players could be the downfall of the entire challenge system, ruining the challenge for someone because their teammates were afk, and now they can no longer complete it.

> 2533275026446288;1:
> in each mission, teams would have a limited number of lives (a life pool of 3 lives shared by a team). if the team dies with no remaining lives, they fail. If there is no living players, regardless of remains lives, they fail and are forced to restart the mission (this would get counted as failing a challenge)

Again, with people that are afk. Now, you no longer have the pressure of completing it on your own, but also protecting your afk teammates because if you don’t, then they could drain your lives.

> 2533275026446288;1:
> Controversial opinion:
> this mode would also re-introduce the halo reach style load out system. the load out system would only be for this game mode.
> Personally, I think this would allow the player to be further immersed in the game as well as personalize their spartan and the way they fight through each mission.

Even more controversial opinion:
This mode would re-introduce the Halo 4 style load out system (again, only for this game mode). As it is not PvP, this could help players with completing the challenge, making it easier for people who are good with one weapon, but bad with others. I prefer a sniper play style, so configuring my H4 Load outs in MCC was very fun, E.G. choosing the ability to have two primary weapons instead of extra ammo, while also being able to choose your armour abilities.

I am also curious on how the system of deciding who failed would work. If you did not participate, would that count as a fail?
Or, the matchmaking system. If I have had my chance at the challenge and play again anyway, will I be matched with other people who have also completed? Or people who are just doing it for the first time?

Overall, I think this is a great idea for a game mode, and would love to see 343 add this to Infinite!

> 2535458467698546;2:
> Currently in multiplayer, afk players can ruin experiences, especially if you match with more than one. In this system, afk players could be the downfall of the entire challenge system, ruining the challenge for someone because their teammates were afk, and now they can no longer complete it.

> 2535458467698546;2:
> Again, with people that are afk. Now, you no longer have the pressure of completing it on your own, but also protecting your afk teammates because if you don’t, then they could drain your lives.

Idling players is a problem. im not entirely sure how that can be handled. only thing I can think of is having a shorter amount of idle time before a player is kicked from the match, and upon the player being kicked, all lives are restored. but already, I can imagine ways players can abuse this system.

> 2535458467698546;2:
> Even more controversial opinion:
> This mode would re-introduce the Halo 4 style load out system (again, only for this game mode). As it is not PvP, this could help players with completing the challenge, making it easier for people who are good with one weapon, but bad with others. I prefer a sniper play style, so configuring my H4 Load outs in MCC was very fun, E.G. choosing the ability to have two primary weapons instead of extra ammo, while also being able to choose your armour abilities.
>
> I am also curious on how the system of deciding who failed would work. If you did not participate, would that count as a fail?
> Or, the matchmaking system. If I have had my chance at the challenge and play again anyway, will I be matched with other people who have also completed? Or people who are just doing it for the first time?
>
> Overall, I think this is a great idea for a game mode, and would love to see 343 add this to Infinite!

Originally, I planned for it to utilize halo 4’s load out system, and still think it would be better to use that system. but, I felt the reach load outs would be better received by the fanbase. it also may allow more specialized load outs, set to certain play styles such as a sniper load out (you get a sniper and a magnum) or a CQB load out (shotgun and AR). Personally, I think the best system would be a halo 4 style system (without the additional upgrades and abilities) that would allow you to pair 1 non-explosive power weapon (shotgun, sniper, etc…) with a base weapon (AR, BR, Magnum, and so on). this load out would be selected at the start of the match, and can not be changed until the mission ends. but I do worry about this system nullifying the challenge of the mode.

I think there are some good ideas here.

My only gripe is the outcome of the story being dictated by the players in such a way. I would feel really downbeat if I put in effort to achieve the win, but we lost because other players didn’t.
There’s also going to be players that tank the progress of the season to ensure a defeat; from idiots who just want to sow chaos, to people who simply think a defeat would make for a more interesting story.

Also, it takes time to create content for the game, and 343 would have to make 2 versions ahead of time based on 2 outcomes of the current season. The alternative is only having minor differences in the next story based on the outcome.

Just my 2 cents.