In the end, it's like a combined Assault + Conquest game mode.
Ignore those objectives at your own peril.
Ideally, I would love to see this mode as the second stage of the invasions.
This keeps the orbital cannons as a very important objective.
They have to be destroyed before the attacking faction can then land and take the base.
Could break it up over the 3 servers as well so it boils down to a best of three.
While a rush or death ball down one lane should net that team the objectives on that side, it does leave the objectives in lanes 2 and 3 exposed so it may sort itself out.
One thought to give some emphasis to scouting is to have some of these objectives hidden from each side.
For example:
The attacking team has their initial landing zone/s which effectively become their bases. (Be great to see Union or Overlords land for this).
The attacking team also has 3 forward positions that they will want to get control over for strategic reasons so they can see these on their battlegrid, mini maps and compass.
But they cannot see the defender's forward positions or base/s.
Likewise for the Defenders who cannot see the attackers forward objectives or where the dropships have landed.
If the maps allow for some level of randomness for the bases and forward objectives, then on any one instance of a map scouting straight away has a mission and adds strategic value.
If we also consider the information sharing and sensor ranges that were up on the test server recently, it starts to build a very interesting picture in terms of how scouts would need to operate.
Using the objectives as spawn points could mean that if your team controls at least one, then more mechs can be brought in at that location. The match is not 'won' until one team controls all the points therefore denying their opponent to land any mechs.
The only problem that will arise out of this is one side camping the lone remaining spawn point so there needs to be some other conditions or another purpose to these locations.
There are a few possibilities here, such as players knowing that there is only one LZ left and electing not to drop.
The LZ times out.
Battle ends.
Keeping in line with Rebas's suggestion though, the primary objective could be a point that cannot be captured.
For the defenders this is their base/capital.
For the attackers, it would be great to see a Union or Overlord dropship used.
If the LZs also had an armament such as an Arrow 4 missile battery, controlling the location could mean it fires missiles periodically at the base/dropship if that location has been scouted and identified.
.... Perhaps they also need to be tagged....
Once the base/dropship has taken enough damage it is destroyed.
The other team wins.
Battle ends.
The bases/dropships should have impressive firepower to the effect that opposing mechs cannot camp the spawn point.
This focuses the battles around the LZs but will also create siege scenarios when one team is in control.
With three lanes to move through, there should be the possibility for a team under siege to break out and recapture one of the points.
This does make it an ongoing battle but I think that is something we are missing.
If players were able to join in on the battle a lance at a time as the space became available with the destruction of your mech meaning you return to the queue.
The attack phase timer could act as the end mark.
An ongoing battle does lead to a question of attrition and therefore repairs. I believe the drop deck could be used a bit differently in this regard but lets leave that for now.
I would like to link one of my posts to this one as I feel this style of epic battle would really benefit from it.
That is:
http://mwomercs.com/...nd-perspective/
Having a commander with the functionality to manage the information, provide feedback, guidance and assistance to players as they drop into battle would add another dimension to how it all fits together.
If that information could also be relayed back to the queue, it gives players the ability to plan and organise themselves before the drop as well.