Additional Visuals: Medium
Additional Coding: Average to Extensive.
Type: Symmetric
Teams are evenly matched from current starting positions. Due to the destruction of a cargo ship as it left the atmosphere Unobtanium ore has began landing in the engagement area. Your forces have deployed a mobile resource recovery rocket to the spawn area along with your teams drop. The objective here is to track down Unobtanium blocks as they enter the atmosphere and move as a team to grab them. Engaging the enemy sparingly because as your team dies they lose effectiveness. And ultimately lose the engagement.
The challenges involved other than the somewhat random dropping pattern of the Ore is that only mechs with hands are able to handle the ore. Also do to the unusual density of the chunks of ore they have extremely high mass. Limiting mechs under 100 tons in speed. Also mechs carrying unobtanium ore can not fire because they risk damaging the ore due to the placement of their weapons.
Speed is calculated when hauling ore is (Mech Tonnage)/100%. So a Centurion would be 50%, a Commando would be 25%. This in addition to not shooting is designed to prevent small mechs from being pigeon holed into the role of ore hauler. It also evens the field as to which mech is best suited to haul.
Chunks of ore would not appear on radar and would need to be spotted once they land. An incoming chunk would trigger an explosion animation if it hit a building or other geography as it came to a stop after impact. Would look like a sizable metallic block on the ground.
An Example on River City:

Here is an example of the map. The Circles represent starting area, and the Yellow area represents the impact Zone. The chunks of ore would land at random intervals, and in random places on the map. They would arrive at a total 15 chunks in 15 minutes. Both teams would need to move strategically to spot where the chunks landed. how many chunks are in play. and where the enemy is.
Tactics could be to hold an area of the map and allow runners to grab the chunks. To move as a group and defend the chunk carrier. Or something I am not even considering.
Scoring: The goal would be to be the first team to gather 8 chunks to their base. Another victory condition would be to totally eliminate your enemy. Killing and gathering would be mutually exclusive victory conditions.
Killing would yield 300 points of XP to the winner and 100 to the loser. In a chunk capturing victory each team would receive 50 points per chunk captured. All other normal XP bonuses would apply.
I like the concept but what about other maps?
This works on every map, you simply divide the map in half from the spawn points and draw a bisecting line half way in between. You can change the fluff to be map or planet appropriate. Escape pods, Cargo, Etc. could all be used in place of Unobtanium Ore.