However, Conquest has potential to become a really interesting and addicting gamemode, with a few new implementations. This idea is essentially a mix between the planned Dropship mutator, and the MWLL Area Control gamemode.
1. Rather than reaching 750 credits to win, you simply have to destroy an Enemy Dropship, which is equiped with a few defensive weaponry, and and ALOT of armor. (Around 4000 maybe?)
2. Every team pre-game starts with a certain amount of inbattle credits to 'purchase' one of their owned mech designs, (Can only use ones that you own, credits thrown around in this mode has no effect on the player's actual pocket) Their mechs are priced depending on their equipment and loadout of their design. (eg. XL Engine designs, are somewhat more expensive than designs that use standards, however they are as expesnive relativley was they are doing the actual design of the mech from the player's pocket, as in Assualt.) If a player only has very expensive designs in their mechbay and cannot afford to use them, they can use trial mech, which are free.
3. Bases provide income on a regular basis, some stationary defences are located at each base. After destroyed they are automatically repaired after a certain amount of time. Mechanics for capturing bases are the same as they are now. Credits earned are evenly distributed throughout the team members.
4. When a player dies they will respawn back inside their dropship, but must first purchase one of their mech designs again or use a trial mech.
5. Eventually, once one team has dominated another team economically, they may finally afford to siege and destroy the dropship (Due to the dropship's completely superior armor and firepower, it may even an entire team a few lives to destroy it, thus needing to dominate the bases first)
The timelimit should obviously be raised, perhaps to 40 minutes?
At the end of the match, the player should be awarded C-bills and XP based on the tasks they have performed during a match.
This mode would be much more improved imo because It would make less expensive designs have a purpose, be more flexible than the standard conquest design, and allow respawn for longer matches, while still giving the player a good reason to not die.
Edited by Hyzoran, 18 December 2012 - 03:24 PM.