This is my idea for the infinite halo ranking system. There are three different systems:
- EXP (Experience Rank)
- CSR (Competitive Skill Rank)
- CTR (Competitive Team Rank)
EXP (Experience Rank)
It’s your experience in the game. Military and graphic grades and exp progression, similar to Halo Reach. Each game give you points, regardless of your performance. Some challenges could give more points to goes up fastly. Reach System
CSR (Competitive Skill Rank)
It’s similar to the actual CSR system, so division from Bronze to Champion and 6 ranks for each division from bronze to diamond, but with some changes.
The thing I don’t like about the current system is the phenomenon of carrying up. Many times we see people with a high rank (diamond example) play very bad (0.5 K/D ratio) while players with a lower rank (es plat) play much better (2.0 ratio). Of course, sometimes an unfortunate game happens, but many other times we are faced with a fake rank, obtained thanks to strong or poor companions.
In this version I wanted to reward the individual performance more. The fact remains that if you win you go up while if you lose you go down, but:
Better performances give you more points when you win and take away less points when you lose. On the contrary, worse performances give you less points when you win and take away more points when you lose.
Better and worse performances are given by the position at the end of the game. So, in the winning team there will be from 1° to 4° winner and in the losing team from 1° to 4° loser.
In Slayer gametypes, the ranking is not made by kills but by KDA = [K + (A/3) / D]. In Objective gametypes, the ranking is made by scores (flag, bomb, etc).
As you see in the tab, points are from +15 to +40 in case of vistory and from -15 to -40 in case of defeat. One rank (for example plat 1) is 120 points, so you must win or lose from 3 to 8 consecutive games to goes up or down one rank.
As an example, let’s take a team where the worst is always fourth. When the team wins, he gets +15 points. When he loses, -40 points. As can be deduced, its trend will be falling. This obviously does not prevent the player from being brought up by his teammates, but makes it much more difficult.
On the contrary, the best player who always comes first, gets +40 points when he wins and -15 points when he loses. Even if his teammates make him lose more games than usual, he will drop more slowly.
Although everyone gets points in case of victory and they lose them in case of defeat, after n games better players could see their rank go up, while the worst go down. It also depends on the team’s win rate.
This system would make ranks more accurate, hoping for more balanced matches.
CTR (Competitive Team Rank)
CTR has a division system identical to CSR, but is related to the team and it presupposes a reorganization of the spartan companies.
Within each spartan company, it is possible to create teams by recording the gamertags of max 6 players for 4vs4 modes (4 holders and 2 reserves), all with the same tag and emblem. It would be useful to be able to manage these things directly from the game menu.
So, only when 4 players of the same team starts a game, In addition to the individual CSR will be showed CTR also, based exclusively on wins and losses. So we can see Onyx Teams, Diamond Teams etc…
The search for opponents is always done through CSR but, when there is a complete team, the system will give priority to an opposing team of the same CTR.
Each team have a personal page on Halo Waypoint where are showed the team stats and the player cards.
i don’t know if you will like this but, in any case, I hope this post can give some good hint for reflection. Sorry for any grammar errors, I helped myself with the google translate. GG