When people hear the word Assault in the context of a game mode, they certainly don't imagine what we have now. Invasion from Halo: Reach, Rush from Battlefield Bad Company 2 (I list this one because it generally had the best Rush maps.), these are a few examples for what come to mind for me. MechWarrior online certainly doesn't play like those games, but it could definitely learn a lot from their map flow, objective placement, spawning etc.
What we have now is a game mode where capturing the base is a convenient option for either team. because more often than not, people end up slugging it out on some random area of the map. When one team gains a significant kill advantage, or they draw the enemy far enough away to land a capture, is the only time I see people go for base cap.
A few of the ideas I'm about to propose might not be feasible considering PGI's work schedule and time frame for what they want to accomplish in the near future, but it certainly wouldn't hurt to TRY and give them some good ideas to sit on for future game mode development. I hope some of you chime in with further ideas to mine and give some good constructive criticism to it.
My immediate change would be to make Assault a one sided Attack/Defense game type. In other words, one team is the attacker and the other is the defender. But I won't limit this to one objective. I believe a multiple objective system would bring a lot of variety to the games. It would also stand to bring some immersion to the game, because as it stands, this is nothing short of an Arena shooter with 'mechs. These machines were built for nothing short of full scale war and flattening cities and strategic targets, current game modes do not do them justice IMO.
A multi-tiered objective system of say 4 bases to capture seems like a good start to me at least. The first problem encountered by this is the current spawning system, I.E. your first death is your only death. This can be mitigated by giving the Attackers a limited number of re-spawns, lets say, 2 or 3 at max. Every time a base is captured, the Attackers can respawn/repair/resupply to max to start the new "round" of taking the next objective. The Defenders on the other hand, can have either unlimited or much greater respawns. If unlimited, lets give them an extensive respawn delay; maybe something like 30-60 seconds, it could possibly be longer. Obviously if the Defenders wipe the attackers throughout their respawns they could win, similar to Rush in BBC2. Defenders lose when all of their bases are captured.
I know repair and resupply was apparently a thing earlier in this games development, maybe this could be a way to bring it back without being too stupid. The immediate problem to the reworking of Assault are the maps themselves. Currently, aside from Alpine Peaks, we don't have a map suited to this idea. The maps suitable for this reworked Assault would need to be massive enough to give a decent enough space between each objective and spawn to where people aren't LRMing or Gauss-ing each other from the get go. The bases themselves cannot be these little tinpot mobile things we see in Conquest or the current Assault. i'm thinking a series of complexes like the refinery on Caustic Valley, or the mining base in Alpine.
That is the biggest obstacle (aside from what they're already developing and the money required).
What are your thoughts on this? Lets keep this civil, I'd like to hear some good ideas, especially since I'm still new here.
Edited by Sigilum Sanctum, 04 September 2014 - 07:15 PM.