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MWLL also reset your cash at the beginning of every single match, while MWO has permanent and persistent money. If MWLL let you carry money between matches, it would have broken the crap out of that system.
And a system similar to MWLL's (but somewhat different) is exactly what I propose MWO should have.
So what if it lets you start with an assault mech? In the system I propose your team loses tickets equal to the tonnage of the mech that dies. So if you die in an assault mech you just lost all those tickets. So the assault mech has an associated cost: a higher responsibility to your team of not carelessly dying.
Each team would start with like 6000 tickets. When a mech dies its respective team loses tickets equal to the mech's tonnage. The pilot then gets to respawn in one of their 4 chosen mechs. There would be 3 forward bases spread across the map, capturing a forward base would give you a new dropzone to spawn at (youd be able to select where you respawn), and controlling a forward base would also bleed the enemy team of tickets at a rate of 1 ticket per second or whatever. First team to run out of tickets would lose. Each team would also have a base they have to protect from being destroyed and destoying the enemy base would result in an immediate win.
Having forward bases also allows for MUCH bigger maps since assaults dont have to walk as far to get back to the frontline. Having much bigger maps also makes other roles like scouting more valid and important. And having a longer, more strategic gamemode opens up much more possibility for a command role as well.
Edited by Khobai, 28 January 2016 - 04:46 PM.