The problem is this: What do attackers get from the effort of killing a defender? The answer is varies from very little to actually helping the defender. Why? Because killing a defender will make the defender jump into a fresh into a new mech, get support from a dropship and get closer to the objective.
So often if the attackers kill some defenders on the way to the objective, they end up meeting the defender again before they have even reached the goal. The attackers is rewarded a lot more simply ignoring the defenders and instead destroying turrets and reactors.
The only point where killing a defenders actually matters is if they had no mechs left. But since the defenders have all the advantages when fighting in the base, chances are that attackers run out of mechs before the defenders do. Except if the defenders leave the base of course, but why would they leave their defenses?
TL:DR; How to fix this?
Killing a defender needs to weaken the defense for long enough that attackers feel it's worth distracting themselves with this instead of just going for the objective directly, make them improve their chances at getting there. To do this I think needs any combination of these two factors...
1) The time for a defender to respawn needs to be higher.
2) Defenders need to respawn further away from the objective. Maybe even in a base so they do not get the support of a dropship above the objective.
Another important chance is that the time to respawn should be based on when the kill happens, not based on drop times so that you can get lucky and kill him when it takes the longest time for him to respawn or unlucky and he respawns the next second.
Also the attackers need to know that if they kill a defender that they can count on the defender to be out for a good amount of time. If the defender could get respawned the next second because of luck, the attackers still can't be sure to actually get something worth killing the defender.
Tweaking rewards for attackers so they fit what they need to do to win (and not as it is currently, how not to win) would help PUGs alot and make sure more people want to attack and not choose the more profitable defend.
Of course, this all might buff the attackers to a point where they are too strong compared to the defenders, it's likely. In that case, they should be buffed too to compensate, but in a way that still gives attackers a reason to kill defenders. Maybe more turrets, maybe make sure the reactors give a buff, while they are there.
But other than this I'm really happy finally having a mode in MWO that's objective based!! Finally.
Edited by Savage Wolf, 20 December 2014 - 12:25 PM.