Reconfiguring assault altogether:
Ten minutes on the clock. One base. One dedicated defender, one dedicated attacker.
Win conditions:
Attacker wins through base cap or enemy annihilation. Limited salvage bonus for kills. Very high rewards for base capture.
Defender wins through timeout or annihilation. High rewards for annihilation.
Use:
Initial planetary strike AND final stand on a planet. Obvious base defense. Good for beachhead missions. Base defense missions. Dropship defense missions. Works for starports and manufacturing facilities and associated map themes. Can be modified that if it is a last stand situation, a successful annihilation result for defender rolls back the status of the planetary siege one stage in the defending team's odds.
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Escort:
Dedicated attacker and defender. 15 minutes until automatic arrival at DZ and "dust off" commences.
Objectives:
Straight up annihilate or, if you are the defender, survive the countdown.
Use:
Intermediate planetary mission. Can be used for VIP, supply lines, or escape.
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Uplink:
Centrally located HPG station, no time limit on the clock, basic KOTH type setup. No clear attacker or defender.
Objective:
Either 500 points (or else make it a percentage from 0-100%) on the hill or annihilation. Bonus points go for winning by uplink.
Use:
Intermediate planetary mission. Requesting backup or intel.
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Sabotage:
Three bases, defender and attacker, 15 minutes on the clock.
Objectives:
Attackers need to capture two of the bases. Capture mechanics work like current assault mechanics for base capture. Defenders need to prevent loss of two bases. Similar win conditions and rewards to my revised Assault mode.
Use:
Another intermediate game mode for a planetary assault.
Ideas?
Edited by Pariah Devalis, 11 January 2013 - 10:46 AM.