So after reading this thread and neither wanting to spoil it with my stuff nor my idea to drown once again, I post it as a separate thread to get concrete feedback from other players.
Feel free to flame or dislike (or like, of course ).
I feel the current "conquer ALL the cannons" principle of CW is MUCH to rigid and boring while requiring massive effort (specialized maps etc.) on PGI side.
I always imagined conquering planets more like this:
A simple series of single matches, all on normal X vs X maps with none or minimal special logic, with potentially other players for every match, consisting of:
1.) Scout a map as a landing zone for a drop ship
Really just a normal game with some simple objectives like touch some waypoints / conquer some bases or something.
2.) Defend the landed drop ship
Just a stationary Overlord Dropship sitting somewhere on the same map that has been successfully scouted, just having HP and weapons like a giant turret.
3.) Scout strategic targets
Like a factory, an orbital cannon, etc. Again with some simple objectives like we already have.
4.) Attack the target
Well, kill / defend the scouted target.
5.) MOAR
Maybe a variable repetition/mix of points 2 to 4.
Like the zones we have now in CW. To conquer a planet, the series would have to be completed by the attacker with a certain number of orbital cannons destroyed.
Maybe some planets would have a 10 missions series, others 15 or 20 or so.
That would feel like a real mini-campain of interconnected missions for each planet.
With different types of missions but still very low developing effort.
I'm still working on understanding why they didn't do something like that but chose to implement that rigid, over-specialied dota-style game mode.
Thoughts, flames? :-)
Edited by Paigan, 29 April 2015 - 06:42 AM.