You could designate thirty points on each map that are randomly chosen, by the new module, to have between three and seven drops of varying point values and objective types dropped on the map.
UPDATE: My recommendation would be to roll all non-unique game modes -Conquest, Assault, and Skirmish- in together, because it's pretty much what everyone does, anyway. This would give those who only want to fight their opportunity to chase their opposition and try to kill them, and would allow those who prefer to perform objectives to get their kick, too. Then, you would have all of the bitching from your players centered in one area, right?
Destruction - For targets that need to be destroyed, once destroyed they regenerate within a minute or three of that event; low to moderate point value
Chain Destruction - Several things have to be done in order to succeed, here, and they either need to be done in order -the second objective doesn't become available for destruction before the available one is destroyed; high point value
Chain Destruction Time Limit - The same as Chain Destruction, but these objectives have to be completed in a certain amount of time, or before the enemy enters a certain range, or the entire thing resets and all points accumulated for the objective are lost; very high point value
Area Destruction - A certain number of targets have to be destroyed in an area; moderate-low to moderate-high point value
Area Destruction Time Limit - The same as Area Destruction, but these targets have to be destroyed in a certain amount of time, or before the enemy enters a certain range, or the entire thing resets and all points accumulated for the objective are lost; very high point value
Area Denial - One team has to hold off or deny the use of an area, such as a DropShip launch pad or repair area, for a certain time-limit. This could be protecting team assets or stealing team assets. Either way, the team needs to deny the opposing team access to it. Moderate point value
Area Holding - One team has to protect the territory they've been ordered to protect, it has to be with a certain amount of team strength remaining until the end of the counter, and then the team can break out of the held area, if they want to, to finish the opposing team off. Low to moderate point value
Resource Gathering - Rather than requiring 750 points from five locations, this could be 50 points at a shot, simply holding the area, with only a minute in-between the team leaving and being able to return required to start the process over, again. Low point value
Resource Gathering Time Limit - The same as Resource Gathering, but the point collection limit is 300, and these points have to be gathered in a certain amount of time, or before the enemy enters a certain range, or the entire thing resets and all points accumulated for the objective are lost; moderate to medium-high point value
Intelligence Gathering - Similar to Resource Gathering, but this is set to a specific time-limit, regardless of enemy range, and if that time-limit is not reached before those who are gathering die, or are forced to leave the area, the entire thing resets and all points accumulated for the objective are lost; high-moderate to very high point value
For all of these, and any others developed in this thread that could be legitimately used, point maximums (such as 750 for Conquest at present) are removed entirely, no maximum point value present, and it remains a 15 minute game. Objective-based completion points accrued would be added to the team totals and, whether the time-limit is reached, or all 'Mechs from one side are put down, point-totals are calculated, and the team with the highest points, including kills, assists, etc. -which SHOULD have a smaller point-value in the case of this game type-, wins.
Edited by Kay Wolf, 31 January 2016 - 06:15 PM.