If its a "hot" planet, use mostly Caustic, Tourmaline Therma and Sulfur, with maybe a bit of River or Crimson. If its a "cold" planet, use Frozen, Alpine, Borealis and Snow Colony, with the a bit of temperate maps there. If its a "temperate" planet use River, Crimson, Canyon, Colony and a third Invasion temperate map.
Have an assault just next to the invasions and skirmish and conquest between them. Make planet atackers drop first on a base, and have them attack adjacent zones from the zone they control. Counterattacks only on adjacent zones the defenders control.
The modes for the 11 zones would look like this:
Base-Assault-Skirmish-Conquest-Assault-Base-Assault-Conquest-Skirmish-Assault-Base
This is just a suggestion, things could be done interesting in oh so many other ways, but the fact is: Using all the maps and modes is only common sense, and using all the resources that it took years for you to create, so you can concentrate on creating content for the _Community_ aspects of CW.
I just cant understand the Invasion-only mentality for CW that seems to have infected PGI's brains. It absolutely makes no sense, people gets bored of CW fast and do not play it, making the whole experience for those who want to play painful (empty drops, long waiting times).
I think (beta or not) PGI should realize this CW is the LAST CHANCE thousands of players are giving to them to make a fun game. So many people dissapointed who left the game, now they come back for the oh-so-anticipated CW and find a half cooked mode with 2 maps, repetitive, unbalanced and with no consequence at all.
Most of this (repetition, unbalanced) could be solved just by adding the rest of maps and modes to CW. You have the backend to this in an afternoon (as per some dev thread explaining how the backend for CW works).
Edited by Will HellFire, 15 January 2015 - 02:13 AM.