unreal tournament has a couple modes that would go well with mwo. the first is assault. every map had a list of objectives you had to take out, after the game you would play the round again, but switching the defensive and offensive sides, whoever beat the game with the fastest time wins.
there was another mode in one of the later editions that had a game mode called onslaught. it was like conquest but you had to chain cap points. every time you capped a new point, that would be your new front line, and then you could cap the next one. the game ended when you made it all the way to their base and blew up a reactor. this has a huge advantage as it forces you to fight in multiple areas on the map.
both modes would be hard without respawn, maybe with decks they would work. both modes would work well in cw. for a ut style assault to work, i would just have the game go one way or the other, depending on if you were on defense or offense. the catch is every map needs to have its own unique objectives, no cutting and pasting the same gates and gens everywhere. onslaught would just be the love child of our own conquest and assault modes, with chaining thrown in. it might fly in regular queue, or cw.
there was a mode in MWLL that i really never got to play, but always wanted to. each side has a limited amount of cbills. if you die you can respawn and that deducts from your teams account. when you run out of money you can no longer field mechs and you loose. the game had repair and rearm, which cost less than buying a chassis. you would actually push out, do as much damage as you can, and then fall back to base for rearm and repair. that would require a lot of things be implemented though.
Edited by LordNothing, 25 March 2016 - 01:20 AM.