Quitting/Betraying Credits

I think that the people that quit and betray during a match that the rest of the team should get their credits kinda like a gift for being down a guy or something like that. Or if you end up winning a game and down by a lot of people. Let’s say an invasion match, (6v6) 5 of your teammates quit, and you end up winning (even though it is practically impossible). You should get a bonus. Those credits should be evenly divided so it isn’t unfair. Just a thought, don’t start yelling and screaming about it.

i think that Betraying should act like a fine,
whoever that person betrayed receives 1000cR for example
but the person who did the betraying has to pay 1000cR

while with quitting, the quitter has to pay about 1000-2000cR and each player on the team get 500-1000 bonus cR

> i think that Betraying should act like a fine,
> whoever that person betrayed receives 1000cR for example
> but the person who did the betraying has to pay 1000cR
>
> while with quitting, the quitter has to pay about 1000-2000cR and each player on the team get 500-1000 bonus cR

This.

Except maybe ease-up on the amounts a little.

Just a little…

> > i think that Betraying should act like a fine,
> > whoever that person betrayed receives 1000cR for example
> > but the person who did the betraying has to pay 1000cR
> >
> > while with quitting, the quitter has to pay about 1000-2000cR and each player on the team get 500-1000 bonus cR
>
> This.
>
> Except maybe ease-up on the amounts a little.
>
> Just a little…

what were you thinking of?

I’d think more along the lines of -30 Credits per betrayal. It shouldn’t outweigh killing an opponent by 10 fold. That’s ridiculous. As for quitters, I think an EXP (or whatever points attribute to rank) penalty should be in place.

Although this is a good idea, you have to also notice that players who troll and betray, don’t always betray, instead, they go for the next annoying thing they can do…which is draining your shields, without killing you of course, making you an easy target for enemies to kill you while they don’t take any punishment.

I wish they could also implement a friendly-fire bar (invisible), which fills up for each damage against a friendly unit, so that once full, that player who is getting shot can have the option to boot that player (upon next death of course, or else it would just ruin you in the middle of a gunfight).

> > > i think that Betraying should act like a fine,
> > > whoever that person betrayed receives 1000cR for example
> > > but the person who did the betraying has to pay 1000cR
> > >
> > > while with quitting, the quitter has to pay about 1000-2000cR and each player on the team get 500-1000 bonus cR
> >
> > This.
> >
> > Except maybe ease-up on the amounts a little.
> >
> > Just a little…
>
> what were you thinking of?

In Reach it should scale to how much you quit/betray but start out a little softer (For those times were the betrayal was really a mistake.)

Say, 500 to start. 1000 for the next and increase by 500 for every betrayal after.

There would have to be a “cooldown”/reset at some point.

I agree with you on the quitting thing/amount. However, this would some-how need to be applied to “lobby quitters.”

However, we don’t know how Spartan points/EXP work in scale to cR.

If a player earns 1000 cR per-game in Reach, (on average) they might get 5000 S-points per game of Halo 4, or 100 S-points.(Again, on average)

I know you didn’t mention S-points but I just thought I’d bring it up.

Plus, I’m excited to know the “exchange rate”, if you will, for S-points compared to cR.

The ranking system in 4 is different from 3 and reach. And with spartan points as just a currency we do not know how punishments would work.

It seems that friendly fire is disabled in one of the mlg matches, but that is still a good idea, OP.