Premise:
Grid Squares are capturable and require adjacency to capture enemy Squares. Create a contiguous path to your enemy’s Home Grid Square and capture it.
Win Conditions:
Kill All Enemy Mechs
Capture Enemy Home Grid Square
On Time Out:
Least Number of Squares to Enemy Home Grid Wins
If Tied, Most Number Grid Squares Captured Wins
If Tied, Most Number Of Kills Wins
Gameplay:
The game begins with Grid Squares evenly divided between the teams and each team has a Home Grid Sqaure.
You can only capture an enemy grid if it is adjacent to one you own.
An enemy Home Grid Square can only be captured if there is a contiguous connection to your Home Grid Square (below: Enemy present in a Grid you are capturing does NOT stop the capture but DOES slow the rate of capture).
Any Grid Square that touches a Home Grid Square can be captured without adjacency to one you own. This allows teams to go behind enemy lines and begin backward paths toward the front lines in effort to create a contiguous connection.
Mechanics:
If a Lance or more (4+) occupy a Grid Square it begins to capture at the rate of current Conquest capture.
If 1 to 3 Mechs are in a Grid Square it will capture but at half the rate (IE twice as slow).
There is no neutral period of capture; a Grid Square is either Team A’s or Team B’s. As soon as one team lowers the enemy capture bar they immediately begin filling their own capture bar.
If enemy enter your Grid Square while you still occupy it, it does NOT stop capturing but it does cut the capture rate in half (IE capturing continues but will take longer).
If all friendlies exit the Grid Square then the capture stops. If Team A is present when all of Team B have abandoned a Grid Square or enter one of Team A’s owned Squares then they must undo Team B's progress and then proceed to capture the Grid Square (just like a half-capped Resource Node in Conquest).
On the Battlegrid, captured Grid Squares are tinted with your team’s color. Home Grid Squares are tinted bright, bright green and indicated on the HUD compass.
A Grid Square being captured will flash on the Battlegrid.
Grid Squares that are 10% or more INSIDE the map boundaries are capturable. IE, fully square Grid’s are not necessary...just mostly present Grid Squares, to ensure enough space to contest those Grids without needing perfectly square maps.
How It Promotes Role Warfare
The ability to "back capture" from the enemy's Home Grid Square allows fast Mechs to begin working backwards to capture.
Slower Mechs are intended to push the front line and the mechanic of allowing a Square to keep capturing even in enemy presence gives durability and pilot skill in standing their ground a meaningful part of the game.
Making 4+ the ideal capture size means Lances benefit from sticking together for capture but teams benefit by splitting Lances for quicker territorial gain. This makes the leadership role valuable. This also plays in to the new Rewards System which emphasizes Lance cohesion.
What do you think?
Edited by TygerLily, 10 February 2015 - 05:53 AM.