Ways to promote Teamwork in Halo 5

On my other topic, I just posted a few examples of how to promote teamwork, but I felt it was enough to warrant a separate topic. I feel Halo 4 tries to hard to FORCE teamwork, this in-turn discourages it, as no-one likes being FORCED to play in a certain way. The Load-out system relies on on working with teammates to have Load-outs that work with theirs, the problem here is obvious. It’s a random match-up matchmaking system. If this were to be effective, you need full scale organization, and that’s were it falls flat. So here are my ideas on how to encourage, not force, teamwork:

More Rescuer Medals:
These encourage players to use their power weapons for less “selfish” uses as it means they earn double the XP for helping a teammate than a generic kill with said weapon. (This arcs towards my proposed ranking system’s Customization Level, in this topics OP: https://forums.halowaypoint.com/yaf_postst230044_Halo-5-Ranking-System--A-great-way-to-go.aspx )
Lucky Star Medal (20 XP) Save a teamate by killing their attacker with the Binary Rifle
Guardian Angel (20 XP) Save a teamate by killing their attacker with a Sniper Rifle
Blue Guardian (20 XP) Save a teamate by killing their attacker with the Beam Rifle
Boomstick Bouncer (20 XP) Save a teamate by killing their attacker with the Shotgun
Scatter Saviour (20 XP) Save a teamate by killing their attacker with the Scattershot
Banhammer (20 XP) Save a teamate by killing their attacker with the Gravity Hammer
Slash n’ Dash (20 XP) Save a teamate by killing their attacker with the Energy Sword
Guided Rockets (20 XP) Save a teamate by killing their attacker with the Rocket Launcher
Green Lantern (20 XP) Save a teamate by killing their attacker with the Fuel Rod Cannon
Fireman (20 XP) Save a teamate by killing their attacker with the Incineration Cannon
Needle and Stiches (20 XP) Save a teamate by killing their attacker with the Needler

Vehicle kills:
An individual Medal for each vehicle, so Mantis is worth more than a ghost etc, this makes the player decide whether that Double kill or destroying the banshee is more important with power weapons, Vehicles could be made tougher to compliment the extra “attention”

Objective Points:
CTF in Halo 4 has the right Idea, 100 points a cap, and there is ALOT of ways to earn the support medals in it, put that across all game modes, major Improvement.

INVASION:
This game-type had ALOT of co-operative elements that they could implement new bonuses for.

Post-game lobby abilities:
Giving the player to offer a party-up to a particular player rather than the group as a whole means players can work with others that suit their style, without having to send invites

I think these new features or updated old ones are a beneficial way forward, promoting teamwork without Harming the overall game-play.

Please post your opinion on these suggestions, as well as your own ideas for teamwork promotion.

The best way to promote teamwork is to design your ranking systems around winning. Halo 3 had it perfect with having to win games to rank up your skill AND to rank up your military rank. Want to rank up? Better win games. Want to win games? Better use teamwork.

This topic is for the OP, not my ranking system.

> Design your ranking systems around winning. Halo 3 had it perfect with having to win games to rank up your skill AND to rank up your military rank. Want to rank up? Better win games. Want to win games? Better use teamwork.

You know, all because you win doesn’t mean you used teamwork. I can pop on a disc of Halo 4 right now and get a win using no teamwork at all. This encourages players in a lesser pronounced way, or covert way because as he mentions, no one likes to be forced to do such things.

I think the medal Wingman could be buffed up to a 25 or 30

We also need more assist spree names

New medals

Shields up!- EMP Assist on 5 or more players and vehicles in a row

Road Hog- Assist by ramming an enemy with a vehicle 5 times in a row

Artillery- Assist by weakening enemies with a vehicle 5 times in a row

The Green Bolt- EMP Assist 15 times in one life

Elephant- Assist by ramming an enemy with a vehicle 15 times in 1 life

Acid Rain!- Assist by weakening enemy with a vehicle 15 times in 1 life

Party Crasher- EMP 30 times

Mammoth- Ram 30 times

Bombtastic!- Weakening with vehicle 30 times

> > Design your ranking systems around winning. Halo 3 had it perfect with having to win games to rank up your skill AND to rank up your military rank. Want to rank up? Better win games. Want to win games? Better use teamwork.
>
> You know, all because you win doesn’t mean you used teamwork. I can pop on a disc of Halo 4 right now and get a win using no teamwork at all. This encourages players in a lesser pronounced way, or covert way because as he mentions, no one likes to be forced to do such things.
[/quote]
I am not saying just because you win you used teamwork. I am saying, making the focus of the ranking systems will promote teamwork more than anything else. You are not forced to do anything. Plenty of people go into Halo 3 without mics and play team playlists like a lone wolf.

> > Design your ranking systems around winning. Halo 3 had it perfect with having to win games to rank up your skill AND to rank up your military rank. Want to rank up? Better win games. Want to win games? Better use teamwork.
>
> You know, all because you win doesn’t mean you used teamwork. I can pop on a disc of Halo 4 right now and get a win using no teamwork at all. This encourages players in a lesser pronounced way, or covert way because as he mentions, no one likes to be forced to do such things.
>
> I think the medal Wingman could be buffed up to a 25 or 30
>
> We also need more assist spree names
>
> New medals
>
> Shields up!- EMP Assist on 5 or more players and vehicles in a row
>
> Road Hog- Assist by ramming an enemy with a vehicle 5 times in a row
>
> Artillery- Assist by weakening enemies with a vehicle 5 times in a row
>
> The Green Bolt- EMP Assist 15 times in one life
>
> Elephant- Assist by ramming an enemy with a vehicle 15 times in 1 life
>
> Acid Rain!- Assist by weakening enemy with a vehicle 15 times in 1 life
>
> Party Crasher- EMP 30 times
>
> Mammoth- Ram 30 times
>
> Bombtastic!- Weakening with vehicle 30 times

I love all of these, great Ideas. and yes, exactly, Just basing a ranking system off of Win/loss in not enough to promote teamwork, and is actually another way of FORCING teamwork.

> I love all of these, great Ideas. and yes, exactly, Just basing a ranking system off of Win/loss in not enough to promote teamwork, and is actually another way of FORCING teamwork.

Halo 3 ranked wants a word.

> > I love all of these, great Ideas. and yes, exactly, Just basing a ranking system off of Win/loss in not enough to promote teamwork, and is actually another way of FORCING teamwork.
>
> Halo 3 ranked wants a word.

I play Halo 3 regularly (not on my profile just now, I can’t afford gold just now) and have played back in the hay-day, And the Win/Loss did not promote teamwork. now if you wish to continue this conversation, do so on my ranking topic, or PM me, This is not the Topic for it.

i think adding so many medals is just unnecessary

i say keep the current EXP system, but make it so the amount does not change based on performance.

at a base, the EXP rewards… say 2000 points, but the winning team gets an extra 1000 points added, and visible K/D and Score per Minute is not available in-game. Win/loss is still available though

any problems here?

> i think adding so many medals is just unnecessary
>
>
> i say keep the current EXP system, but make it so the amount does not change based on performance.
>
>
> at a base, the EXP rewards… say 2000 points, but the winning team gets an extra 1000 points added, and visible K/D and Score per Minute is not available in-game. Win/loss is still available though
>
>
> any problems here?

Many people dislike a non-skill based ranking system (myself included) and if we are to assume due the large number of people wanting a skill based ranking system return are heard and catered too, then it cant work like this. My ranking system is a skill based system for the Hardcore competitive players with a Customization rank to aspire for for the casual players (link in OP if you wish to see it). These examples of Teamwork promotion were to work with its system of MVPs being based on their Teamwork abilities and promote non selfish gameplay.

I like your Ideas if a non-skill based ranking system were to implemented again however.

I just think we should have both simultaneously visible, with the skill system affecting you match-ups and the XP system affecting your customization.

The medals could be rolled into one generic medal for rescuing with a power weapon but Halo tends to have a unique medal for each power weapon with its sprees in previous titles or just a kill in halo 4, I was going off that trend.

The best system I’ve seen to promote team work is in Warframe, if you’re split up, and not within a certain distance, you get normal amount of XP, when you’re in a group, you get a bonus from your kills, and kills of your team mates. If you assist in killing a target, you and everyone else get’s extra XP for assisting.

Now how will/should this work in Halo? Make it a part of Ranking. If you work well in teams, you’ll rank up quicker in some aspects, you get matched with other players who play well in teams. Very similar to how CTF is in Halo 4, you get medals for being the driver of the flag carrier, you get points for protecting him/her. You give players a little reward for being a member of a team, they’ll be more likely to team up with other players.

> The best way to promote teamwork is to design your ranking systems around winning. Halo 3 had it perfect with having to win games to rank up your skill AND to rank up your military rank. Want to rank up? Better win games. Want to win games? Better use teamwork.

I like your ideas OP, they do sound like a good way to improve team work.

But must agree with Broda, that the best way to improve TW is only allowing to level up for WINNING.

You could have an overall XP like REACH where you continue to gain experience, but for actual rank. This should only go up for Winning Games.

And have a RANK for each Playlist like H3 and H4 CSR. But you could also include an overall rank which is the averages of all your ranks. This would make players invest time in other playlist. But then this could force some people to play playlist they don’t want to.

> You know, all because you win doesn’t mean you used teamwork. I can pop on a disc of Halo 4 right now and get a win using no teamwork at all. This encourages players in a lesser pronounced way, or covert way because as he mentions, no one likes to be forced to do such things.

Of course winning doesn’t mean you actually used team work. But using team work greatly increases the chances of winning. Then with a ranking system based on wins and losses it’ll promote team work because it’s easier to win with team work than lone wolfing your way forward.

No one is forcing you to use team work with a W/L based ranking system, but you’ll eventually hit a wall where the teams using team work are taking advantage of your lone wolfing.

Anything else than a W/L system and the team part goes out the window. So no, team work shouldn’t be forced, but if we want to promote it we can’t start going the other way where it’s easily possible to reach max skill rank by lone wolfing. Then it needs to be W/L only.

All that is needed is to tell players to use team work if they want to increase their chances of winning. Simply because the normal player apparently doesn’t know about it. So a problem was that team work success is less pronounced, pronounce it then. Really no need to put in 20 new medals that some players are going to try to get rather than playing to win.

> > You know, all because you win doesn’t mean you used teamwork. I can pop on a disc of Halo 4 right now and get a win using no teamwork at all. This encourages players in a lesser pronounced way, or covert way because as he mentions, no one likes to be forced to do such things.
>
> Of course winning doesn’t mean you actually used team work. But using team work greatly increases the chances of winning. Then with a ranking system based on wins and losses it’ll promote team work because it’s easier to win with team work than lone wolfing your way forward.
>
> No one is forcing you to use team work with a W/L based ranking system, but you’ll eventually hit a wall where the teams using team work are taking advantage of your lone wolfing.
>
> Anything else than a W/L system and the team part goes out the window. So no, team work shouldn’t be forced, but if we want to promote it we can’t start going the other way where it’s easily possible to reach max skill rank by lone wolfing. Then it needs to be W/L only.
>
> All that is needed is to tell players to use team work if they want to increase their chances of winning. Simply because the normal player apparently doesn’t know about it. So a problem was that team work success is less pronounced, pronounce it then. Really no need to put in 20 new medals that some players are going to try to get rather than playing to win.

…and that’s when it actually comes into effect. Honestly the 20 new medal thing is a bit too much, and must be tiring for Jeff Steizer. Only later will that system come into place… I’m interested. But anyways I prefer having an actual skill rank and an arena rank on the gamercards.
I WILL EDIT THIS SOON, I NEED TO GO SOMEWHERE

> …and that’s when it actually comes into effect. Honestly the 20 new medal thing is a bit too much, and must be tiring for Jeff Steizer. Only later will that system come into place… I’m interested. But anyways I prefer having an actual skill rank and an arena rank on the gamercards.
> I WILL EDIT THIS SOON, I NEED TO GO SOMEWHERE

Promoting team work would mean that players are encouraged to help each other. Medals would most of the times lead to “team work” in those situations where a medal can be awarded. Or at all, seeing as medals lost their value a long time ago when we started getting medals for a generic kill. So I don’t believe that medals can promote team work, only make it happen during certain situations.

A skill ranking system is indeed the way to go, and what I’ prefer.

Firstly, I believe K/D has the most to do with demoting teamwork.

I believe K/D should be taken out of the Service Record completely. Either that, or K/D ONLY shows up for Slayer.

There’s too many times where I play Objective, go for the Objective, work my Yoink off to win, but lose because my 3 other teammates want to sit back and K/D stat pad.

Secondly, give Double XP to the winners. Then, make it where after you earn so much XP, once you reach a certain rank, like say SR50, to get to SR51, you would need to win 30 games. Or something like that. Just don’t do it ridiculous like Halo 3 did.

Thirdly, show CSR on the Player Card. Showing it just on Waypoint isn’t the way to go. Make it where, when you select a playlist, it shows your CSR on your Player Card for that playlist. Now, I’d prefer it where you could only see your CSR so boosters/demoters/cheaters aren’t rewarded.

I think the propositions from both, darkrain and purple broda, are correct and could be used together in a ranking system. In Halo 2 (the most competitive multiplayer of all, in my opinion [with Halo 3 at a very close second]), nothing else mattered in ranking up/down except for win/losses, and in that ranking system (and in Halo 3’s) I saw more teamwork than ever because there was a huge incentive to win (ranking up).

But again, I agree with darkrain as well. My only concern with the medal/points system is that people would acquire these assist points from sheer blind luck and not necessarily from the promotion of teamwork. I’m sure the points would work to some extent, but ranking up is the ultimate incentive.

I don’t really care if i get assist unless if it was a kill that i was really sure i had but if someone assassinates my target. Its all good. I don’t mind having 30 assists.

Heres my idea which also links to the ranking system.

1-50 exists which is a separate rank and is mainly dominated by win/loss but nit always since win loss is mainly biased to parties and is sometimes based of luck of having good teammates who can carry you fairly far up the ranks. So its also based upon points earned within a match. K/D has nothing to do with this unless its substantial where its -10 or +20

But there is also an xp ranking system which is based of the points gained in a game so people who play FFA or get put with bad teams dont get totally screwed over. But say an average match gets you say 500xp then the winning team get points for winning (the other team gets none just for being in the match just like in reach) the winner bonus would be the only fast way to level up so that way people get rewarded and have something to win for and people dont get punished for doing good if they have a bad team.

> I think the propositions from both, darkrain and purple broda, are correct and could be used together in a ranking system.

And what? I’m chopped liver? My idea is chump change? Or did you flat out did not read my post?