Get behind this and vocal if you like it. Stale gamemodes are the biggest problem for MWO right now, whether people realize it or not.
Just for the purposes of refining this idea further, I'm trying to organize the possible flaws people have suggested into different cases. First, a refresher.
IDEAL scenario: Attackers spawn light lances first & move up their assigned lane, cap LZ's in their lane to secure forward spawn points and incentives (MFB's, arty, tanks/infantry, w/e), then push to base. Defenders respond by contesting LZ's to deprive Attackers of their benefits. Once first Attacker wave is spent, their heavier mechs can deploy in the closer LZs. This feels like a natural strategy - lights arrive first, scout, destroy defensive targets, and clear forward LZ's for heavier guns to land.
Now for the ways that intended scenario might fall apart. Remember, each of these could also be a legitimate alternative strategy, provided that both benefits and drawbacks exist for each.
Case 1: Attacker lights deathball up one lane, attack base.
Result (IMO): They don't get much done, like current CW maps. Base is hardened enough to be difficult (but not impossible) to destroy without help from LZ incentives. Also, later Attacker waves will then have fewer mechs than Defenders to cap LZ's, as well as still having further to travel (which can be a real drawback - they're slower and vulnerable).
Case 2: Attacker assaults deathball up one lane, attack base.
Result (IMO): More damage is inflicted but still not enough, and now assaults have been spent. Still same problems with not having captured LZ's already. Base should be tough enough to destroy that Defenders have sizeable advantage without Attacker incentives in play, unless Attackers play really well. Hitting that balance is the tricky part.
Case 3: Lights deathball, cap every LZ (zigzag pattern), attack base.
Result (IMO): This is a tougher one. It will take longer to do, however, giving Defenders time to respond and leaving LZs vulnerable to reclamation.
Case 4: Assaults deathball, cap every LZ (zigzag pattern), attack base.
Result (IMO): This one will take FOREVER to do, hopefully to where "fun factor" works against Attackers and naturally encourages other strategies. Even if not, LZs will be even more vulnerable to Defender reclamation (just avoid assaults).
Another possible deterrent is timed air strikes, which would be more effective against assault blobs than light blobs. Again, it makes sense as a natural development - "enemy is scrambling air strikes, 18 minutes".
Case 5: Defenders deathball and camp the base.
Result (IMO): Attackers stock up on incentives uncontested, making base very difficult to defend. Again, tricky balance comes into play here - making base tough to defend with Attacker incentives in play, but tough to destroy without them.
Case 6: Defenders deathball, blitz down one lane and attack a lance.
Result (IMO): Other two attacker lances race past and attack undefended base, tipping match in their favor. Not worried about this one.
CONSTRAINT: For the purposes of this discussion, a "ticket" respawn system is out. This gamemode is for the current 4x12 CW format. Tickets are not a current game mechanic and implementing it would negatively affect balance and player decisions (i.e. players suiciding rather than playing smart).
Thoughts one each case? Disagreements? Other cases not listed? Questions about details? Let's talk this out.
Edited by Rebas Kradd, 07 December 2015 - 11:00 AM.