I find the whole change from kills to points an interesting change for Halo 4 and want to see how it pans out in the long run. It adds a little variety to the gameplay by making players want to go for the extra assassination or strive to get that spree. I hope it spices things up a bit and adds to the organized chaos that is Halo multiplayer.
In lieu of that concept, I wanted to propose a variation based on what we have seen of Infinity Slayer. As for what to call it, I can only think of something along the lines of Gambit Slayer so as to not start the CoD comparisons (by calling it Wager Slayer).
The core concept to this game type is that you have to pay for personal ordnance drops. The price could be steep or it could be nominal depending on how the programers feel it would best be balanced.
The idea is to make players think before they request a drop forcing you to determine if paying for ordnance “A” would help you get more points than it cost and overall benefit your team. This gametype would push the player think for the benefit of the team over self and PTO.
True, there will always be the players who always get the drop and then cost the team more than the individual contributed, but things like that are unavoidable in any gametype. Playing in a party would greatly benefit you since you would have established basic communication skills within your group and have a general idea of the other players’ abilities.
It might be beneficial to have a relatively short time limit or, perhaps, a longer time limit that prompts the player with the dilemma of “Do I spend points and possibly make the game last longer, or do I fast from spending to expedite the end of the match?”
Please, let me know your opinions and any suggestions you have. I will be updating the OP with possibilities suggest by you guys. I think this is a novel idea that could have a great population within Infinity Slayer and would add to the overall sandbox of Halo 4.
(Credit to steele66) There could be a “salary” system where players have a maximum amount of points that they can spend in a game. The salary could be a set total or maybe even a regenerating number that goes up over time or as points are gained by the individual.
(Credit to IDKwhatName2Say) Perhaps have ordnance dropped vehicles for larger maps. These would have a steep cost due to the game-changing nature of vehicles. Alternatively, have a gametype where vehicles are cheap and let the fender bending begin!!
(Credit to Grumbledock) Possibly have only your own points at risk. Instead of wagering your collective team’s points, exchange your own credits that you would normally get as money/experience during the game to the same degree of a risk/reward system as the whole team would do if a collective pool were used. This would eliminate the risk of hurting those on your team to buy a drop since you would only be affecting yourself. Not as much of a collective group decision, but could be coordinated to have even coverage within your team, thus not deterring the need for communication.


and I didn’t realize teammates could pick up your ordnance drops.