Also, the poll above may change (again) if some new thoughts come up for it, though I'm trying to avoid too many questions. Thank you all for your input, hopefully some folks at PGI will join the dialogue here.
I know this has been brought up before, but it's time to really look at one part of conquest that continually seems to be getting ignored: the hit and miss rewards given by the game type. Here is an example:
You fire up your favorite light mech and enter the game; for sake of argument, we'll say that we have a 3-3-3-3 matchup going, so 3 lights on each side. The enemy lights engage and die, while your three lights go on to capture each point, and you're clearly winning. As the score ticks to 749, the last enemy on the other team is killed, and the game ends. As you were capping the entire round, you saw little to no combat, and did almost no damage, meaning you got no kills/component destruction/etc. Now that the round has ended by kills instead of points, your actions have netted you...nothing.
Alternate game, same situation, but this time your team is losing the skirmish. You and your light squad have gained control of the points, but the enemies are recapping them and cornering you in their net. The game ticks to 749 points, and you die, the last member of your team. In this case you got to fire back, so maybe you did some more damage (maybe even got a kill), but you still lose...and because points weren't the thing that ended the game, for your efforts capturing the map throughout the game, you earn: nothing!

We need to have a clearer system that rewards using alternate play mechanics other than direct combat in order to reward players who are playing the gametype itself. Since the mode came out, I've had trouble understanding why there are not two rewards tied to the points themselves: Point neutralization (turning it from Red to Yellow) and point control (turning from Yellow to Blue). You could even have different levels of this bonus, such as "Capture Point" vs "Capture Point Assist" for those who came in later on in the cap. These rewards don't have to be massive (think akin to a spotting bonus, perhaps slightly higher since there is an element of danger to capturing a point and remaining still), but they act as an incentive to operate in ways outside the simple Skirmish mode. While I do tend to see more games of Conquest mode ending to points than, for instance, Assault ending in Base Captures, I still see the majority of those games ending as Skirmish deathmatches. With kills/assists being worth less in Conquest, that means playing the gametype generally results in worse rewards overall than if I had queued in for an Assault/Skirmish game and had the same results.
Additionally, this same justification can be put towards capturing the base on Assault: provide a periodic reward for capturing the base itself...for instance, every 25% or so, a small reward for doing so. Give incentives for the game types, and you begin to differentiate them from your basic Skirmish TDM, which will allow players to use some variation in their playstyle.
The TL;DR version is this:
Consider the addition of rewards for actually playing the gametype, regardless of how the match is won (points vs. skirmish victory) so that going for those objectives doesn't mean getting crap exp/cbills for the match if it ends in deaths.
Ideas/discussion below, flames use the back button.

Edited by durandal, 04 May 2014 - 02:53 AM.