Why?
Because with 12v12 the game has once again reverted to a find cover, keep distance snipe fest - or a very urgerly zerg push. It would be great to find a mechanic that could add some tactical element to the game.
The same could be said for conquest - reward more c-bills for how many resources were earned and how long each point was held - again encouraging play around the objectives and reducing the relevance of the zerg/snipe fest.
The same could be said for dropship - you want to replenish mechs fast? Hold more resources!
Design the game modes so that the matches do not revolve around every mech going to the same spot to face it off in a slug fest.
We still see slug fests in conquest why? Because it is still easier to win by just killing all other mechs than it usually is to cap out, not to mention the little reward that is given to capping out.
Ok - problem, what is to stop player just sitting back holding objectives rather than fight? The objective is dymanic so the team will not get their reward unless they move to next objective - of course encountering enemy lance on the way! The cut off could be instantaneous or a gradual decrease in the c-bill reward for the objective to take into consideration encounters.
Basically the amount you make should be something like (going from smallest to largest)
CAP OUT -> KILL ALL MECHS -> OBJECTIVES
Conquest - capping points:
x2/x3/x4 multiplier for number of locations held
x0.5/x1/x1.5 multiplier for holding each point over time
WB