For those who have never played TF2 (for some weird reason)
Its a team based FPS and their version of attack defend works as follows
Each map has multiple stages
each stage has 2-4 capture points
the points have to be captured in a linear order
once one is captured access to the next point is opened
once a stage is fully captured it moves onto the next stage of the map
there is a time limit that time is added with each point captured.
with a few tweaks this could work beautifully in CW.
Make a map that allows multiple attack routes to each point, with each route giving advantages to different mechs/weapons.
probably replace the capture mechanic with the current destroy objective mechanic.
this could possibly work with infinite spawns (cool down timer for each mech after destroyed though) This would allow teams to adjust their strats on the fly to counter the enemy load outs.
possibly have the drop decks reset on stage movement.
It would still work just fine without infinite re spawns but would have to be shortened. On the other hand leaving it longer it would require defenders to perform tactical retreats to prevent losing too many mechs to early.
Give rewards for how far attackers make it or how many points defenders keep them from.
for example take alpine and frozen city, you could turn alpine into 2 stages and frozen city as a stage,
Just a thought
Edited by Ph30nix, 14 May 2015 - 03:25 PM.