If you didn't, let me explain briefly. There are two game modes. One is a symmetric game mode, where drop pods are landing on random locations on the map with regular intervals, and both teams rush in to cap them. Infantry only. The other is an asymmetric game mode, based on the battle of Hoth in Episode 5. AT-AT walkers, AT-ST walkers, infantry, turrets, X-wings, TIE fighters, and everything short of the kitchen sink (or tauntauns).
While the game is far from perfect, I thought the maps and game modes in SW Battlefront pretty much illustrated what I would have wanted from MWO, but we don't have.
- The maps look realistic. No silly rock formations that look hilariously out of place, just for the sake of providing cover or for the sake of making big walls around the map.
- The maps have no dominating features. I.e. there's no huge mountain or volcano everyone's circling around.
- The asymmetric map is very open. Imagine CW maps that are completely open. Sure, you have AT-AT walkers walking from A to B on a fairly straight line, but as infantry, you can basically go anywhere on the map. As the attacker, you can bring a teammate on a really wide flanking maneuver. As the defender, you can easily sneak through the attackers' lines and start attacking them from behind. It's very chaotic and very fun. You have to keep your eyes open and watch all sides for ambushes and flanking maneuvers.
- The game modes are dynamic! The symmetric game mode forces both teams to move all the time, because you have to capture and defend the drop pods that keep landing. You can't camp, because you'll lose. You can't spread out and go rambo, because you'll lose. You can't deathball, because you'll get enveloped and flanked and killed. You're constantly thinking on your feet instead of falling into standard patterns. The next drop pod can land on the other side of the map, or 10 meters from your feet.
The asymmetric mode is also dynamic, and it's not just a matter of defending or attacking the moving AT-AT walker en route to destroy the rebel shield generator. You also have to constantly fight for uplink positions on the map, which can be used to call in air support. And so the focus of the fight moves back and forth between primary and secondary objectives. - The asymmetric map (Hoth) has different stages, and the fighting takes place on different places as the attackers win ground. This is completely unlike CW Invasion mode, where defenders are just waiting inside the gates for the attackers to move into the meatgrinder. Instead, the fighting moves from open ground to inside and outside the rebel base and across the trenches with turrets and defensive positions.
For those who didn't have a chance to check out SW Battlefront, I recommend checking out some YouTube videos. I don't think the game has the same longevity as MWO (simply because the fundamental combat mechanics in SW:B are too simplistic compared to MWO), but it's still one of the most immersive Star Wars experiences I've had. It's up there with Dark Forces, Jedi Knight and the original TIE Fighter.
If there's a new Mechwarrior game after MWO, some day, I hope they take a look at the maps and game modes in SW:B.