Some have argued that this won't work because the game mode will favor fast mechs - but so what? If match-making by mech class remains, fast mechs will be paired with fast mechs on the other team, so speed will not be much of an advantage.
The vision of Conquest Mode PGI has announced comes from a "MMFPS" mentality, and ignores the fundamental difference between MWO and a game like BF3 - respawning. Conquest modes work in those games because players respawn. This takes the onus away from killing the enemy as quickly as possible, and puts the focus on capturing certain points.
PGI needs to rethink the game modes with this in mind. There are game mode concepts that can create objectives besides basecap and deathmatch, which is essentially what we currently have, and still avoid having a respawn system. Just a few examples:
- Protect The Leader: A mech on each team is randomly tagged as the 'leader'. The objective of each team is to protect their leader while simultaneously trying to kill the other team's leader. The team that kills the enemy leader first wins.
- Escort the Convoy: The defending team spawns with a convoy of vehicles that they must escort from one end of the map to the other. The attacking team must destroy all the vehicles in the convoy to win, while the defenders win if at least one vehicle makes it to the destination. Payout is based on the overall result + the number of destroyed/ surviving vehicles.
- Defend the Germanium Mines: A variation on the their conquest mode, where one team is tasked with defending the Germanium mines, and the other tasked with destroying them. A large pay-out bonus is given to the attacker for each mine destroyed, and for the defender, each mine defended. This gives the attacker the incentive to destroy the mines rather than defeat the mechs.