Posted 13 October 2015 - 12:36 PM

I think each game mode needs something "to the side."





Conquest

Cluster a bunch of nodes central to the map (5?)



Several few, far between points on the edges of the map. (3?)



Also at the edge of the map, two capturable facilities:

One that doubles resource gathering

Another that, when destroyed, neautralizes ALL nodes.



Infotech Mechs can "double capture" a node which makes it take longer to removed from your team's control. (IE fill the capture bar, IT mechs can stay and fill the capture bar again to get this bonus).



Theory: Lights at the edge could get 3 nodes and double their output (like having 6). So fighting for the outside is important. BUT the 5 in the center mean bigger Mechs have an important area to fight over. Being able to neutralize the points once could also make for interesting late game strategies.



Assault



Each team has a main base. It can be captured SUPER fast and leads to an immediate win.



There are two secondary bases mid field that start neutral. Capturing both starts a 5 minutes countdown to win. If the defending team recaptures ONE of these secondaries, then they stop the countdown.



InfoTech Mechs can "reinforce" their team's main base or secondaries. The IT mech stands on the base for a bit longer and now the bases now takes longer to recapture by the enemy.



Theory: Teams cannot deathball in full defense or they will lose due to the secondaries. They cannot play deathball fully aggressive either because a fast enemy can capture their main base very fast. Fast movers will be more important to tending the flanks to stop enemy fast Mechs, thus thinning out the deathball.



Skirmish



Three or four facilities on the edges of the map.



1) Fire Support Site: Replenishes strikes when captured. If captured by an "infotech" Mech, it replenishes all consumables. Has a 1 minutes cooldown.



2) HQ: On a tie or time out, whoever owns this facility wins.



3) Logistic Site: Replenishes UAV and coolshots when captured. If captured by an "infotech" Mech, it replenishes all consumables. Has a 1 minutes cooldown.



4?) Repair/Rearm Site: If your team owns this, any Mech can enter the square to have armor (not structure) repaired and ammo replenished. This should be a SLOW process.



Theory: The 'goal' of Skirmish is annihilation so infotech has to be valuable in assisting this goal. Any number of other facility ideas could be used so that the outter bounderies of the map 1) get used 2) break up the deathball 3) let battles unfold in new ways.





OR ANYTHING. lol...something to change things up.

