Would adding some strategy elements from a series like Mech Commander add to this game?
In Mech Commander, players did not just blob together in an attempt to zerg the opposition. Instead, there were key points, (not similar to conquest,) that allowed for very strategic gameplay.
There were radar stations which revealed areas of the map. (Perhaps owning a radar station could disrupt ECM in the area as well.) This key point allowed for strategic knowledge of incoming attacks which allowed players to either attack or defend depending on the information which they can see. They are usually mounted on hill tops, which are more easily accessed by mechs with jump jets. It was also possible to use LRMs to fend off attacks on the radar station, since targets were visible within the station's sight radius.
There were mech repair bays. Controlling a mech repair bay gave a significant strategic advantage because the player who controlled one could repair mechs that were damaged in a skirmish, whereas the other player may not be able to do so. However, mechs in the bay are defenseless as they must power down in order to be repaired. Alternatively, a player could choose to destroy a mech bay in order to prevent it from falling into enemy hands.
There were mine laying vehicles. This provided more strategy, one could not simply walk wherever they wanted. Encountering mines required patience and the ability to plot another strategy.
There were mortar/air strikes. A limited number of mortar/air strikes were provided to players. These could be used to clear mines, bomb a defenseless mech in a repair bay, or bomb choke points filled with enemy mechs.
I hope that some more strategy elements can be added to this game, because I think that they were well done in the Mech Commander Series.
Edited by Zero Neutral, 14 December 2012 - 02:41 PM.