Main base:
The main bases stay the same, but a few nearby objectives also provide some other bonus such as a limited range radar, or maybe it grants the information sharing between mechs, or something significant that your team can do without, but would really WANT to keep if possible.
Taking the main base can still give you a victory, but these mini objectives in the main base complex would be worth an interloper taking out then either moving on to the main base, or retreating forcing the enemy to come back, or forcing the enemy to live without some important command function.
Attacking a base is more than just a win now, it has a tactical objective. Each map might have different mini objectives in the base depending on the style of the map also.
Mini objectives on the field:
This still leaves us with a base assault mode and the usual rush or defend mentality though which is why objectives in the field also need to be added. Scattered around each map similar to the conquest points would be other objectives. these are not game winning objectives - they are purely optional, but give in game advantages worth holding, but not worth your life to hold depending on the situation.
Faster mechs might do hit and run raids to get the advantage of these points, draw enemies away, and give a team who captures all of them a much greater advantage over a blobbing enemy who sits defensively. Capture territory, get advantage in the fight basically.
Some mini objectives could include:
- Artillery batteries: Gives you arti strikes as per the consumable. I would like for the commander to use these only and be on a recharge of one every few minutes. Hardly devastating but useful certainly. (maybe smoke and napalm types too)
- Airfield: same as above but with air strikes
- Sensor node: gives radar coverage, or LoS coverage. An eye you can leave behind basically.
- Mining Node: Same as conquest but the amount you rack up over the battle is shared with the team and does not end the game. Extra cash basically, optional but nice to have.
- Capture accelerator: Holding this gives all mechs a slightly better capture rate for all objectives including the main base.
- UAV launch site: Allows the commander to drop a UAV on the map revealing enemy positions for a short period of time in a certain radius
- Turret control tower: Holding this enables a series of turrets nearby as a defensive node.
Tactical depth, more use of the map, more use for lights and mediums, more use for the commander mode as well.
I have proposed this before but i feel they already have the assets to do this now and it would make the base level game mode much more interesting!
Your thoughts - essepcially any of the devs, I would like to hear a comment if this is even feasible!
Edited by Asmudius Heng, 23 April 2013 - 02:53 PM.