Supply run game mode. Each team gets a destructible main base and two indestructible satellite bases farther out. The main base will periodically send out one supply Urbanmech (up to a maximum of 7 or 8 per match) to one of the satellite bases at random. If the urbanmech reaches the satellite base, it triggers a sensor sweep for the team. You win if enough (maybe 5) Urbanmechs reach the satellite bases. You lose if the enemy destroys all your Urbanmech allowance, or your main base.
It won't totally fix the kill em all approach, but it gives you a reason to defend your supply Urbanmechs and kill the enemy Urbanmechs and not just deathball. It will also still be fun for people who just want the kill all mechs approach. It would also make lights and mediums more valuable both as raiders on the enemy urbanmechs and quick responders to enemy raids.
Alternative to destructible main base: the urbanmechs start powered down in your base and activate when theyre about to make their run. Instead of destroying the base, you can just kill the powered down Urbanmechs. Shooting mechs is more interesting than shooting buildings or capping.
Other potentially cool additions: satellite bases have destructible turrets that are repaired each time an Urbanmech reaches the base. Allow spectators to control the turrets (a limited number of times per match) so they have something to do. You can also arm the supply Urbanmechs (maybe an AC10 and some lasers) and let spectators control its turret too (without being able to change its path). I could see very close games where its just the spectator controlled Urbanmech and the turrets against heavily damaged mechs and that seems super awesome.
Edited by fat4eyes, 17 January 2017 - 08:59 AM.