For Conquest:
LCCX's analysis of Conquest is pretty accurate. In my experience the team that starts with Gamma loses 90% of the time:
1. Gamma team commits to the valley because Gamma is too far from the main action to defend.
2. Sigma team sends a single fast light to cap Gamma (which is very close to their Alpha lance spawnpoint), giving them a 2:0 lead for the first two minutes. If Gamma attempts to defend they split their forces and are wiped in the valley.
3. Sigma team is able to set up a defensive perimeter on the I6 and J7 hills, directly controlling Theta and Kappa, and giving firing lines over Epsi and Sigma. They soon have a 4:0 advantage (G, T, K, and S).
4. Gamma team must either charge into the firing line to take Epsi (giving them 1:4), or flank into Sigma and push into the I6/J7 hill. This is the most successful strategy, but it works only 50% of the time that it is attempted (which is itself maybe 25% of the time)
So while I can get behind the "unique gameplay" that you get from Alpine Peaks Conquest, it definitely does need to be changed because it is so unbalanced.
I'd prefer to see the cap points spread out, but wouldn't be upset if we saw a compact Conquest map like what Divine Evil and Padebra proposed, where it at least becomes balanced. Because there is something to be said for attempting to control a single portion of the map.
I think Polar Highlands has produced an interesting dynamic where about 50% of my games on itend up with Theta being uncapped, and both teams setting up firing lines at H6 for a brawl for control of the NW portion of the map. Whoever wins the brawl gets to send lights to take Theta; whoever sacrifices the manpower to take Theta before the brawl loses it and then the match. So even though the cap points are spread out (and neither team gets a major advantage a la AP), teams are still fighting to control a single region.
Other Comments:
Like what Wildstreak said, if the Random Spawnpoints isn't possible, then making the three modes have very different spawn points is a good idea (for all maps!). For Example, making Assault exist on a N/S axis, Skirmish on an E/W axis, and maybe Conquest being localized to one corner or spreading them out to get people into the underused portions of the map.
I like the ideas that keep the teams more separated and force them to search for enemy. Worst part about Frozen City is that the Charlie Lances meet up in the C4/D5 intersection 90% of games--don't let that happen on the new Alpine!
Don't worry about the mountain. A coordinated PUG team can assault the mountain with little difficulty.
Edited by Jables McBarty, 27 January 2016 - 11:07 AM.