1) It being a QP mode simply does not work because, with how QP is, most players don't have the patience to fully commit to defending the VIP in a meaningful manner,
2) The VIP itself is wholly useless and gets stuck frequently due to map issues.
3) Making the VIP an unarmed Atlas is incredibly dumb from both a strategic and lore standpoint.
So, how can we fix these issues while still implementing a fun mode? Well, first of all, you need to remove it from QP entirely. With the intent of QP being quick matches, a protracted defensive mode with a mobile defence target was never going to work here. As to the other issues, Here is my concept for the Redesigned Escort mode.
First Change- the VIP
First, the VIP will no longer be the unarmed Atlas. Instead, the Player will be defending a Rattler MK1. For those of you who don't know what this is, here is the link to the relevant Sarna page. As with the Dropships, the Rattler's armament will be reduced to give the attackers a fair chance. In addition, the Rattler will possess a similar AI to the defensive turrets found in other modes, but the Rattler itself will not activate if there are allied mechs within a certain distance of it. This is to prevent the defending team team from turtling up around the Rattler.
Second Change- the Maps
Much like Siege, Neo-Escort would have it's own, custom-made maps. This is mainly because of the Rattler's sheer size. The maps themselves would be fairly large(at least Polar Highlands sized) with a series of large roads for the Rattler itself, several smaller pathways for the accompanying mechs to traverse, and a single Incursion-style base that serves as the start/end point for the Rattler. The Rattler's path would be marked out with a series of capture beacons(who's purpose I'll get into a bit later). The time for a full round can be measured with the Rattler's progress around said map, with one full patrol cycle equating to the full round length(this is FP, where you are willingly signing up for long, protracted battles).
Third Change- the Victory Conditions
The win conditions will remain asymmetrical, with the Defenders' goal still being to wipe out the attackers. For the Offence, however, the conditions for victory are to disable or destroy the Rattler.There are two ways to go about this. The first is to launch a head-on assault at the rattler itself. The target in this case is the Rattler's treads. While this option presents a somewhat more rewarding path to victory(with a substantial bonus acquired for completing this objective), there is the fact that you have to go through the defenders and, after they are destroyed or lured away, the Rattler's guns.
The other option involves the capture beacons dotted around the map. By capping these, an orbital strike will be dropped on the Rattler when it arrives at an unfriendly beacon. Four strikes and the Rattler is destroyed. However, while in many respects, this objective is easier, it also comes will a significantly smaller reward(as you did destroy a fairly valuable military asset).
Final Change- Limiting to FP
Unfortunately, due to the nature of the Changes presented here, this mode is entirely restricted to FP. This comes with Drop-decks and all the other things FP grants.
So, is this a decent suggestion, or did I screw up somewhere? Please leave your comments here or in the discussion thread in General Discussions.
EDIT: Discussion thread is up: https://mwomercs.com...cement-concept/
Edited by Requiemking, 24 March 2018 - 11:28 AM.