I got something to add to my wish-list that comes from my old old old pre-H3 release Forge wishlist. This is a revision of the concept of a Monitor RTS style mode. I will call this STRAT:
New Playlist / Gametype: Strat
"Strat" is a new playlist concept that focuses on Real-time strategy (RTS). This mode utilizes team oriented gametypes like Territories (and the new Territories:Tickets), Single Flag CTF, King of the Hill, Neutral Bomb, Assault/Defend, etc and the focus will be on large maps with 12-16+ players.
The wrinkle is that each team has 1 monitor dedicated to supplying their team with resources. Essentiall the battle is 7+1 versus 7+1. Spawned resources and resource budgets will vary but can be as sparse as all players spawn with a pistol and no other resources available lest those the monitor provides.
The team's monitor is the prime resource. Monitors are the party leader of the largest party on a team (although a voting mechanism can be offered). Party leaders can defer Monitor status to other team members, which will take place when the player dies. 2/3 vote can have a Monitor demoted as well if players are unsatisified with their Monitor's performance. Monitors have excessive respawn rates (25-30 seconds) which makes their life valuable--and Monitor elimination a viable role and strategy.
Gameplay is very dynamic and the role of the monitor is much like that of a RTS game--providing resources to his troops and giving an overview of the battlefield situation. Monitors need to watch their budgets (VARIANT#1: Team starts with a budget and the budget slowly grows over time, so planning and not overextending is important; VARIANT#2: Beyond the starting budget Credits are earned through Kills and objectives, e.g. Points for holding a hill or a territory contribute to the teams Credits the monitor can use). Monitors cannot edit other teams objects and each team has a Credit budget. There will be limits on what resources can be spawned and how many
Goal: The goal is team oriented gameplay on larger maps where gameplay is much more dynamic than the current "weapons spawn in the same place, at the same time, ever time." Surprising your enemy will be vital and quick thinking to counter successful strategies by the opponent are essential. Reacting to, and anticipating, enemy strategies is the name of the game. The monitor furnishes his team with equipment, either resources for assaults or to defend objectives. Communicating objectives and coordinating tactics on the fly as well as smart use of resources coincide with the traditional Halo weapon balance and gunplay.