But the fact of the matter is that in every single Conquest/Domination match I've played thus far, the winning strategy has always been "kill all or almost all of the enemy, then cap the objective".
While right now the domination mode is changing play a bit - a lot of mechs are racing to the middle - that will likely settle out as people realize that killing mechs >>>>>>>>> doing the objective.
Why Conquest and Domination are failing as Objective Based Game Modes
It's simple: while doing the objective is "required" to win, doing it better than the enemy while the game is still in doubt gives no tangible advantage. In other words, the objective itself doesn't really influence who wins. As long as you do the bare minimum of not allowing the enemy to cap 5 points in conquest or run their timer all the way to 0 in Domination, killing all enemy mechs wins.
How to Make Objectives Matter to Gameplay:
(these are all possible ideas that can be used solo or in concert with each other)
- In Domination, having more mechs in the capture circle than your enemy gives all weapons a 10% range boost, reduced heat, or reduces damage taken. (Or all of the above). Adjust the % to make it actually matter.
- In Domination, field bases grant 10% damage reduction / weapon range / reduced heat / whatever, which stacks to 3. (Add another field base). This effect begins at 2 minutes into the match.
- In Conquest, controlling 3 points makes the 2 points not capped begin capping for the winning team (perhaps at a reduced rate, but should be fast enough to have game consequences). Having 4 accelerates this on the one remaining point.
- In conquest, 5 caps wins.
- Lots of other ideas to make doing the objectives better than your opponent matter to the gameplay, not just to the win condition.
































