Posted 22 August 2017 - 01:12 AM
Two words: Mobile base.
Think of it less as a base, but more a source of information you need to decrypt and download. You don't want to lose the info, so you can't just blow it up, and you need your own base nearby because it has the storage and processing power to handle the relay link from the friendly mechs, and distance introduces too much noise. But that is merely color.
Anyhow...
Have the friendly base either move around along a defined path, or follow the friendly team at some distance (wherever the greatest concentration of friendly mechs is). If both side had this happening, especially if they did not show up on the enemy map, that would make the whole game mode a little more dynamic.
I know most folks hate escort, but part of that issue is that the VIP does stupid things and walks around getting killed. The latter wouldn't a be a problem here, and as far as pathing, well, even if it stops (gets stuck), it still needs to be captured, so also not an issue, per se.
In assault, you would need to capture the enemy's mobile command post, not destroy it.
That would be the sole victory condition. Killing the enemy team does not win the game for you. You either cap the enemy base, or the best you can hope for is a tie.
Further, I'd suggest that the base make a beeline for the edge of the map if its defending team were destroyed, so if you don't know where the enemy base is, and can't find it in time, it's a tie (neither base captured). (having more ties would be... novel)
Since the bases move, the game mode as a whole would be a bit more dynamic (not always the same exact spawn points), and more of the maps might be used (thinking of forest colony in particular).
A few conditions though...
One, the mobile base would absolutely be required to follow a path as out of sight as possible. (unlike the idiot VIP) So, hugging walls, moving between rocks and buildings, etc.
Two, when being captured, the base would stop moving and appear on radar. Also, the base could be targeted (as alpha/beta are currently in Dom), and would then appear on radar.
Three, the bases probably need to be equipped with ECM.
Four, while not destroyable, the bases should stop moving if they are hit by enemy fire, so even if you can't target them (due to ECM) you can still make them hold still until you get close.
Five, if the mobile base is not trying to follow or stay near the owning team, the path absolutely MUST be shown on the map (even if it is just a marker saying it is heading to a spot, with that spot changing at times, waypoint-like) (and I still don't understand why the VIP in escort can't do this).
Six. The base has to be amphibious. Too many maps have enough water that in order to get around without being funneled through very easily located bottlenecks (ahem, like escort), the bases should be more free to move.
However, one uncertain thing, should the bases be easier, harder, or the same difficulty to capture?