1) Each Team has a Primary Capture Point to defend. If an enemy team captures this point, they win immediately. The capture time for this point is very fast (like 30 seconds).
2) In the midfield, there are two Secondary Capture Points. They are neutral at start. If Team A captures both Secondaries it introduces a 5 minute countdown to Team B (drawing defenders out). Recapturing one Secondary will end the timer.
3) Incentivize winning by base capture with a very large cbill payout - like 200,000 cbills.
Thoughts:
Behaviorally, the goal is to make the "deathball" tactic a liability and aims to spread people out.
In this version of Assault, if a team consolidates and attempts to seige the enemy base, they leave their Primary base open to a quick capture and loss. Alternatively, if a team attempts to dig in and play complete defense, the Secondaries can be captured and they will lose. A balance must be struck between attacking and defending/patrolling.
Currently, the benefit of deathballing a single objective and crushing a divided enemy is too high for anyone to split up. This means people play Conquest and Assault in generally the same manner as they play Skirmish - playing for kills and forgoing the objective as a secondary concern. Differentiating the game modes is important.
Role Warfare:
If the space between the Primary and Secondaries is far enough to break LOS and response time, then there is now a purpose to split forces, patrol, scout enemy numbers in those two locations, communiate and coordiante moves, even prioritize certain targets (kill the enemy fast Mechs and having an open base in the backfield is less of a danger). Even Heavy and Assault Mechs that exchange weapons for speed have a purpose in being able to move around the battlefield while slower, higher damage Mechs make ideal defenders. And so on.
PLEASE POST YOUR THOUGHTS! =)
Update: I can dream, can't I?
Edited by TygerLily, 10 November 2015 - 12:07 PM.