After all, any of us who've played conquest before know that 90% of the time it's basically skirmish for most of the game until one team has numerical superiority and can outcap the other (or they just wipe out the other team period), and the other 10% of the time it's one lance of lights going out and capping everything early while their teammates get squashed by a superior force, then running and hiding the rest of the match and hoping to get to 750 before the other team reaches all the points.
The first example makes conquest rather redundant, while the second example makes it aggravating. No wonder it's not that popular of a gametype compared to the other two.
By adding a respawn element, we make capping and fighting over cap points the central focus of the gametype. It will become wholly different from assault and skirmish, and it'll be a lot more fun than the current iteration. There'll be no point in hiding because you'll never lose your team permanently, nor any point in playing it like skirmish because your enemies will just come back. As an added bonus, games will be longer, fighting will be more constant and duelist/small scale in nature, and more noob-friendly thanks to the ability to learn the map, the teams, and how to not die so much. I think it'll quickly become a favorite among those who prefer more of an arcade-style game. After all, suspense and strategy are great for some gamers, but others prefer a little more run and gun in their gameplay. This can be a good outlet for those players.
Details:
*Being the first team to 750 points will be the only way to win
*Respawn will be conducted identically to CW, with 30sec drop intervals and armed dropships to prevent spawn ****. On old maps that don't have dropships implemented, a few inviolable turrets in the drop zones can substitute.
Agreement/disagreement?
Edited by NeoAres, 21 January 2016 - 04:51 PM.