Before launching into the public queue you would assign your public queue drop deck. Your drop deck would contain 4* mechs, and would be limited in some fashion for balance (ie limit of 2 mechs per weight class). This drop deck would be different and separate from your CW drop deck.
Some game modes would then allow you to drop in multiple mechs, while others would just allow you to choose one from your deck. On missions where multiple mechs were permitted, dynamic drop zones could be used to prevent spawn camping, and lengthy respawn timers would prevent zerging. Each time you drop you have to pick a mech which hasn't been destroyed.
1. Skirmish - No respawns. Pick 1 mech and launch
2. Conquest - Up to 3* drops
3. Assault - Up to 3* drops
4. Domination - Up to 3* drops
This solves a few things
1. Lets you pick mech for the map (much requested)
2. Effectively create a "Favourites" list (also much requested)
3. Stops every mode being "kill everyone and then try the objective", allowing other more interesting objective based game modes to be created
4. Slightly more forgiving for newbies instead of death followed by 5 minute waits.
5. Allows people to play a greater variety of mechs.
Have been playing War Thunder recently and this system works really well over there. Deaths are still very meaningful, but trying to win the game simply by killing everyone is no longer a viable strategy. In objective based modes killing the enemy should be secondary to achieving the primary objective. As long as killing everyone is quicker and easier than completing the objective everyone will continue to ignore them.
For those who argue "go play CW", no, I won't. CW is very group focused and completely lacks any real objectives. It's basically skirmish with respawns, which is exactly why it fails. Consequently, lack of respawns is exactly why objective based modes fail in MWO.
*Numbers subject to change
Edited by Troutmonkey, 07 March 2016 - 09:14 PM.