Assault needs a little extra flavor to differentiate it from Conquest. To me, "Assault" means destroying something valuable to the enemy.
After the increase in kill/assist/damage rewards and the removal of the capture rewards, it seems like the capture win condition is a little superfluous. It feels a little "out-of-place". I bet PGI thinks the same, or they wouldn't have moved in the direction they did.
So here are some changes that might spice it up:
- Remove the capture square
- Create a small number (maybe 3) important objects scattered on each team's side of the map. Like supply depots, mining rigs, etc. These objects belong to the team.
- Give each objective 500 hit points, or whatever amount works
- Give players rewards for damaging them (maybe 25 C-bills per point?) and the whole team a bonus for destroying them (maybe 2,000 C-bills?).
- Destroy the enemy team
- Destroy all enemy objectives (there could be a counter at the top showing the number of objectives remaining, right where the capture bars are now).
- Destructible objects.
- Small additions to the Assault maps.
- Changes to the HUD readout
- Adding waypoints to the Assault maps indicating the location of friendly/enemy objectives
With these changes Assault becomes a variation on Conquest mode where firepower and range are sometimes more important than speed. This makes larger 'mechs more important. To balance it out, these changes could be coupled with some tweaks to Conquest mode that make it geared towards light-mechs.
Note: I made this suggestion in a different thread, but realized it was a little out of place, so I moved it to its own thread.