Posted 28 January 2016 - 02:48 PM
Encourages nothing but basecapping, which forces teams to decide to defend (leading a potentially boring standoff), or the team with the most lights to win. Fastcapping would become super common as those trying to earn cbills would see this as the most efficient way to farm cash.
As most of us enjoy *some* fighting, and the cap mechanic is more often ignored, used to shape enemy reaction or as a desperate last gasp for a team losing the fight, I believe your suggestion would be less than fun.
Personally, I believe Assault should be multiple objective and more importantly, asymetric so one side is attacking, the other defending. Multi objective to encourage the maximal use of map space and to force decisions on where to commit defenses, where to attack first, where and how to scout etc and asymetric because I believe its really the best way to have an immersive scenario akin to combat that really happens.
At the smal unit, tactical level, in 23 years of service (and still going), and multiple deployments, I can think of no real world experience or historical event where two sides met in what boils down to a meeting engagement where both sides were tasked to seize two objectives "just across from each other."
Skirmish well replicates the meeting engagements of combat. Assault should be more like an attack/defend objective scenario. Conquest is a video game tropism designed to create variables that shake up game play that we all just kinda live with (and by no means do I dislike Conq mode btw).