Idea to curb petty betrayals in Halo Infinite

You see it in every Halo game where team damage is enabled. A player picks up the sniper rifle but another player wants it. So, he betrays his teammate and takes the gun. A simple fix would be to have a player’s weapons despawn any time he or she is a betrayed. Betrayals will still happen because people are petty but at least said betrayer doesn’t get to steal the weapon. Surely this idea has been floated around some.

To doubly enforce the punishment, the betrayer is automatically equipped with the weakest weapon or stuck with whatever he has ( or no weapon lol) without the ability to pick up something else until he or she has died. They can only get ammo refills.

The solution to accidental betrayals is the player who is betrayed is immediately given the option to forgive or punish the betrayer with a simple pop up text. If they select forgive, the player is not punished but the weapons still despawn.

What do you think? It would probably work. Or perhaps the betrayer doesn’t lose his current weapon but can’t pick up anything else until killed. Think of them as getting the arbiter punishment and having to prove their worth by getting kills without a better weapon.

Thoughts? I like it

> 2533274804182731;1:
> You see it in every Halo game where team damage is enabled. A player picks up the sniper rifle but another player wants it. So, he betrays his teammate and takes the gun. A simple fix would be to have a player’s weapons despawn any time he or she is a betrayed. Betrayals will still happen because people are petty but at least said betrayer doesn’t get to steal the weapon. Surely this idea has been floated around some.
>
> To doubly enforce the punishment, the betrayer is automatically equipped with the weakest weapon or stuck with whatever he has ( or no weapon lol) without the ability to pick up something else until he or she has died. They can only get ammo refills.
>
> The solution to accidental betrayals is the player who is betrayed is immediately given the option to forgive or punish the betrayer with a simple pop up text. If they select forgive, the player is not punished but the weapons still despawn.
>
> What do you think? It would probably work. Or perhaps the betrayer doesn’t lose his current weapon but can’t pick up anything else until killed. Think of them as getting the arbiter punishment and having to prove their worth by getting kills without a better weapon.
>
> Thoughts? I like it

Interesting thought. However it’s too open to abuse: if someone on your team gets a power weapon and is about to be overwhelmed and the enemy is going to get the weapon then people would just start committing deliberate betrayals to prevent the enemy team picking it up.

The fix should remain what it’s always been with players encouraged to report betrayers using the Xbox reporting feature after the game. To aid this: an option on the post-game carnage report to show a log file style list of all your deaths and theit methods within the game, which could be filtered by enemy/betrayal/and e.g vehicle/power weapob etc. would make it easier for people to remember - either that or an automatic pop-up after a betrayal to auto generate a report would be good

I’ll take a no to that.
I don’t betray, and when I do its by complete accident when I’m using a rocket or sniper and the planets align and I shoot my teammate when he walks in-front of me and the enemy across the map. So I would be punished because my teammate walks infront of my shot. Nahh I’m good. Thanks though

Yeah, I liked the idea at first, but no I dislike it due to reasons above

Remember Reach?
So joking aside there was after a 2nd betrayal a kick mechanic, the latest victim(s) had a choice, X-to kick or Y-to forgive. If the 2nd victim hit Y and the offender betrays again then the choice goes to the 3rd victim. Now of course this could be set up so once someone has 2 Xs they are gone (so the first victim has a say). Depends though, the probability of a friendly fire accident increases as more players are added. On BTB it might need to be raised to 3 Xs.

> 2666640315087182;5:
> Remember Reach?
> So joking aside there was after a 2nd betrayal a kick mechanic, the latest victim(s) had a choice, X-to kick or Y-to forgive. If the 2nd victim hit Y and the offender betrays again then the choice goes to the 3rd victim. Now of course this could be set up so once someone has 2 Xs they are gone (so the first victim has a say). Depends though, the probability of a friendly fire accident increases as more players are added. On BTB it might need to be raised to 3 Xs.

This, booting is the way to go.
Messing with ingame stuff is too dangerous.
However, instead of using X and Y, which are quite Common buttons to use, assign other buttons for the boot menu, like the directional pad, and a question asking you if you are sure if you want to boot the offending player, with yet a different set of buttons for yes and No.

I lost count of how many players I accidentally booted when I pressed X immediately upon death, when I knew it was an accident.
Realising the mistake I’d send an apology message to THE player I accidentally booted, explaining the situation.

Ps: I’ve advocated it since before Reach, but skip the Ban for offenses, instead match offending players together for matches without rewards and stat tracking. Betrayers, Afkers, quitters, anyone elegible for bans, would be matched together. Requiring a set amount of clean matches before getting back into normal rewarded and stat tracked matches. Recurring unwanted behaviour and “band” would increase the amount of “clean” matches.

Reverse friendly fire is a good idea as well. If they shoot you, they practically kill themselves.

> 2533274883624877;7:
> Reverse friendly fire is a good idea as well. If they shoot you, they practically kill themselves.

What if it’s accidental? I can vouch for ricochet in casual games like CoD, but I don’t think it would work in competitive games.
Or what if you have to teamkill someone, like if some guy carrying the flag is greifing and not playing the objective?

> 2533274830294676;8:
> > 2533274883624877;7:
> > Reverse friendly fire is a good idea as well. If they shoot you, they practically kill themselves.
>
> What if it’s accidental? I can vouch for ricochet in casual games like CoD, but I don’t think it would work in competitive games.
> Or what if you have to teamkill someone, like if some guy carrying the flag is greifing and not playing the objective?

Okay, going back to my above statement, I’ve legit teamkilled someone because they were showboating for a good 2-3min instead of finishing the game. Like, lets get moving.

> 2533274830294676;8:
> > 2533274883624877;7:
> > Reverse friendly fire is a good idea as well. If they shoot you, they practically kill themselves.
>
> What if it’s accidental? I can vouch for ricochet in casual games like CoD, but I don’t think it would work in competitive games.
> Or what if you have to teamkill someone, like if some guy carrying the flag is greifing and not playing the objective?

There could be a system that recognizes accidental fire it just depends if 343i wants to implement it. I do believe something needs to be done to intentional betrayers who like to grief others.

Instead of a full on despawn of the player’s equipment (which prevents the enemy from getting it), only the player who killed their teammate should be unable to pick up the weapons.

Unfortunately this permits a problematic scenario where a party of 2 has a betrayer and someone who picks up the weapon.

There is only one way to curb or stop betrayals, and that is to remove friendly fire.