Use the Conquest map layouts (though spread the bases back out on Alpine). The two teams launch from Sigma and Gamma like they do now. Those two bases are protected by turrets (though not as many and not as powerful as before). Loss of either base does not signal the end of the match but instead incurs a C-Bill penalty to the team who originated from it (awarding it to the new owners). This penalty can be recovered if the base is recaptured. At capture any destroyed turrets respawn and now defend the base for the new owners. This is the Assault element.
The other three bases (Kappa, Epsilon, Theta) start neutral and their capture provides a continuous incremental C-Bill award to the side that owns it (like 100 C-Bills every 5 seconds or something). This is the Conquest element.
Win/loss will still depend on which team is able to destroy all opposing units, or most units destroyed, or tie like now. This is the Skirmish element.
To mitigate farming and exploitation, drop the match time from 15 minutes to 10 minutes.
With luck this will give us more dynamic gameplay, more C-Bill rewards, counter the flaws of each mode with the strengths of the others, end the need to further develop more modes (except maybe add more bases and mechanics) so that money can be diverted to core balancing and map development, and simplify voting.
EDIT 1: Ok, so there is support for having a "cap win" mechanic. Would a two-stage cap for Sigma and Gamma work? First one is fast (like conquest) for the cbills, second one is slow like assault. If it's the base you originated from, you can only cap it back for the cbills. If you are taking the other team's originating base, then you have to cap it for the cbills, then cap it again for the win...
EDIT 2: Designate one random mech/player on each side as the VIP. Killing the enemy VIP or if the friendly VIP survives the match is a c-bill and XP bonus.
EDIT 3: Incursion. Add this mechanic to the map as well for the bonuses provided.
Edited by CDLord HHGD, 24 April 2017 - 05:22 AM.