Since it mainly cited "non-participation" and obstructing a capture point (which there was a big policy against that for intentional disconnects) that was most likely the case. It still was upsetting. More so when the game more and more pushes away from tactics and strategy to the big gaggle of mechs forming a train.
Conquest favors fast killing of all the mechs; just to capture a point takes 30 seconds or longer from neutral.
Assault favors fast killing of all the mechs. Bases and their capture pay you virtually nothing.
Skirmish, of course favors killing all mechs.
Nothing is really new, there isn't a point to them.
Conquest could use the old-capture times, but double the resource points to collect so that capturing them is easy, but you have to rack up the points and so the more drills you have captured the better off you are. This means that the lights and mediums would have a reason to keep moving from point to point. Heavies and assaults may try to intercept them ahead of the line or defend drills.
Assault needs a reason to avoid the typical choke point. That reason is the enemy base. There was a time when capturing paid more than annihilation of the enemy, giving you a clear tactical goal.
We have Skirmish for destroying each others' mechs.
Anyway back to short questions and answers.
Edited by Koniving, 21 April 2014 - 01:33 PM.