Here are some of my ideas for spicing up CW (and some of the old maps a little).
1st Mode: Supply Recovery
"MechWarriors, A XXX class dropship has disintegrated upon atmospheric entry. Supplies critical to the (attack/defense) of planet XXX are falling into your sector. Secure the supplies and deny the advantage to your adversaries."
Ok, so now supply crates start raining down via parachute onto a random coordinate (not grid so it's more random), every 5 minutes. Teams must locate these crates and initiate capture. Capture is accelerated by mech weight within the "capture zone" which will be X meters near the crate. So, more tonnage = faster caps. BUT, lights get more points for locating the crates (1st crate starts on the ground, others floating down), and being the first mechs into the capture zones.
Ultimately, this mode would be a twist on conquest, except it's random and will cause utilization of more of the maps (current pet peeve is so many matches play out the same, around the same terrain, with 90% of the maps being unused, ever) and king of the hill. Find the crate, get more beef there first, and hold. Locate next falling crate, shift, hold. Emphasizes role warfare a little more, but still emphasizes mech on mech combat vice run past everyone and kill the object.
CW effects: defenders win = more turrets/more generator health, more omega health.
Attackers win = gates possibly wide open, less generator health, fewer working turrets.
2nd mode= Decapitation Strike
MechWarriors, Commander XXXX and his 3 Captains are reported to be in sector (map). They are currently inspiring fierce resistance on planet X and their loss would greatly damage morale and facilitate capture. Find them, and eliminate them.
Each wave (set of 12 mechs), one mech on the defending side is designated as the "captain", except the final wave "Commander". Except....for the attackers this mech is not identified on radar. Only the defenders will know. Except (again) maybe when decals are implemented, the captains/commanders have special decals which the attackers must identify and communicate to each other.
Now, in order to keep said mechs from running off and hiding, the defenders gain bonuses/points for the captains/commanders being in proximity to the other defenders.
Defenders goal is to protect the captain/commanders as long as possible, and inflict as many casualties as possible upon the attackers.
Attackers goal is to identify/destroy the captains and eventually the commander of the final wave. Without sustaining significant casualties. Because:
Implementation of Pyrrhic victories. The Defenders- although they may lose the captains/commanders, may inflict such casualties as to have rendered the cost so great to the attackers that it is essentially a "win" for the defenders as well.
CW impact= perhaps these matches play out on a previously captured planet. If the defenders win, that planet is now experiencing an insurrection, requiring additional attention from the attackers. (only one planet at a time eligible for this mode). It could slow down the advance a little if these "insurrections" require previously attacked planets to be recaptured due to a commander and his brave captains leading a resistance.
3rd Mode= Evacuation
Mechwarriors, Planet XXX has been overrun by the invading forces. It is critical your force egresses to fight another day. Proceed to grid XXX (random grid on the map, preferably a flat, LZ type grid) and hold for evacuation. A XXX dropship is inbound to evac your force.
In this game mode, the defenders must move to grid XXX and hold for evacuation. Only they will know the evac grid. However, once the first defender mech enters the grid, the countdown starts and the grid is marked with a smoke plume to signal the incoming dropship. At that time, a 5-7 minute countdown timer starts until the dropship arrives (and lights up any remaining nearby attackers if the defenders are still alive). The attackers must locate the enemy force, identify the evac grid, and then eliminate the defenders before they can evac. Again, pyrrhic scoring could come into effect here, if the defenders, say, can only evac one mech.
Anyway, I understand tuning/scoring and overall feature implementation would need to be further discussed. However, these ideas center around maps and features which are already largely available within the game, while only allowing relatively minor tweaks to implement and a larger amount of the population to participate in coalition warfare, feel like they are a part of the bigger battle, and use a larger portion of the existing maps.
Sharpshoot away, MechWarriors.
Edited by HavocReign, 02 February 2015 - 08:21 PM.