- The time allotted is either too short on some maps(Alpine, Polar, etc) or too long on others (Frozen City, Crimson, etc.)
- The cap point location favors one team over another on some maps.
- The MFBs are practically ignored and play almost no role
- There's no way to keep the large, central cap point free of enemy mechs without killing the whole enemy team first, plus it makes no sense to have this requirement when there are no respawns (there will be one large brawl for control, then the game is decided)
1a) 3 smaller caps vs. one large cap
Split the one giant cap point into three much smaller ones close together near the center of the map. Timers only tick down once a team owns more points then the other team. Timers will not tick down if each team owns one point. The timer should be set back to 3 minutes for this to work.
OR
1b) One very large point that's easier to cap
Enlarge the single cap point significantly (maybe 2x), and remove the requirement that the circle be clear of enemy mechs before capping can begin. The team with the majority of mechs inside the circle is considered to have "capped" the point. Shooting enemy mechs within the circle still halts the countdown. For this to work though, the timers should be set back to 3 minutes at least.
2) The game should end immediately in victory when all enemy mechs are dead
3) Destroying enemy MFBs reduces your timer by 30 seconds each, instead of increasing the enemy timer
4) Add HUD indicators for the MFBs
Edit: Grammar
Edited by Sharg, 17 March 2016 - 08:52 AM.