Tweak Conquest:
1) Default capturing takes in a half of the time it does now with a single Light using Capture Module and a quarter of the time they do now with a single Assault with Module (total weight on point affects capture time). I think sitting in the box isn't as fun as it should be...maneuvering, back capturing, reclaiming, defending is fun. Let's get people moving! They should be returning to their capture nodes multiple times per game! With faster capture times that last man standing actually has a chance to run the map and try to finish the resources, etc.
2) Winning requires 1000 resource points. Resource gain rate might need tweaked or not, who knows!
3) Each team begins with a "Home" capture point. The first time the enemy captures your home point, all Mechs involved in the capture not only flip the point but download a security-bypass-code/techno-mcguffin. They now capture the other all resource nodes at x2 speed (IE Lights with module cap superfast...like, "Day Of Defeat fast": http://youtu.be/WRVnCtnmB7Y?t=32s)
Roles:
Decently fast Lights and Mediums can use their speed to get in, capture, and get out. With the added bonus of going behind enemy lines (high risk) to get the code (high reward) and stay grouped doing it.
Assaults and Heavies are gifted with faster capping due to weight and are rewarded for sacrificing firepower or armor for speed.
By "speed focusing" this game mode you also create a niche for killing lights and mediums quickly.
With lots of traversing the maps, a group with better cohesion will also do well.
Tweak Assault
1) Take away the base alert for attacking turrets! The turrets initial inclusion was to keep matches from immediately being a cap race by annoying Light pilots. They succeed in preventing that! But the alert mixed with the TTK a turret means generally no Light pack is going to succeed ever. IMO, you should get an alert only when your base is actually being captured...this reestablishes the role of patrolling.
Back in the non-turret Assault days I remember doing a pass or two back to base to check on things. That was fun when you'd stumble on the enemy scouts! It also rewarded you for bringing a Light killer or making Lights that were good vs other Lights. Now with 3/3/3/3 we return to the old days of "Dude, I think we just killed all their lights, let's go cap THEIR base!" and vice versa, "Crap, our lights are dead. We need to stay close to base."
2) I think I should be able to travel from 3/4 the way across any map in going 75kph back to my base and still have a fraction of time left on the clock defend vs 3 Lights capping. What this means is, if our RTB party is delayed on the way, we won't make it in time. The reason for 3/4ths is that you are closer to the enemy base to try to cap...but also know you have enough time to go back defend. What do you choose??
This would require shorter capture times on smaller maps and longer capture times on bigger maps.
Roles:
Patrolling your base in addition to current scouting roles.
Assaults and Heavies that sacrifice firepower or armor for speed are rewarded with RTB capability.
Slower Mech must decide how far up to push and when because they may face an base defense without much warning (unless scouts are doing their job!).
Tweak Artillery/Air Strikes
1) Create destroyable vehicles from whence artillery and air strikes originate. Eliminate all of them and no more strikes. If there are more than one, losing only a single vehicle just increases global cooldown on strikes.
For every 4 people who bring A/A, there is a vehicle. The vehicles begin: one at each start location (randomized if there's less than 3).
Example:
- 4 guys have A/A...you have one vehicle, spawns randomly at one of the 3 start locations. If it dies, A/A are unusable.
- 5 guys have A/A...you have two vehicles, each spawn randomly at one of the 3 start locations (not the same one). If one dies, A/A cooldown is increased by 50%. If the second one dies, A/A are unusable.
- 9 guys have A/A...you have three vehicles, one at each spawn location. If one dies, A/A cooldown is increased by 33%. If the second one dies, A/A cooldown is increased by 66%. If the third one dies, A/A are unusable.
Attacking them causes an audible "request for backup" kind of like the current base alert (except these vehicles are located at spawn points not the base itself so they can be in a number of spots). Just a simple, filtered voiceover saying, "Support lance requesting backup! We're taking fire"!
Roles:
Back field targets for enemies, assets to protect by friendlies. Again, encourages a little patrolling but this role persists even for Skirmish mode.
Plus a savvy Light pilot might say, "Hmm, only two vehicles. That means they have between 5 and 8 air/artillery strikes." Valuable info even if they are chased off by base responders.
Other Ideas:
1) If someone takes Company Command they can see enemy Mech/Variant on the TAB screen after their target info is fully revealed. That way scouts can peek around and start logging enemy composition for the Commander.
2) This also works for Lance Commanders but only for enemies that Lancemates have fully IDd.
Elizander, on 10 September 2014 - 01:12 PM, said:
Modules that leave ghost traces of enemies spotted (even when not targetted) on the map that allies can see (these fade slowly after a few seconds would greatly help in pug games. Not everyone has the time to type out enemy locations and half the time people don't read chat.
Great idea! This too!