Ok, I'm going to break it down into it's simplest forms and see what makes this mode good or bad and give my idea's on it. Also when i say a fair amount i mean an amount that has been balanced and fits gameplay.
Primary Objective:
	Spoiler 
	
Secondary Objectives:- Destroy the enemy base with your launched ship.
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Meta game:- Collect EU (energy unit's) to launch your ship
 
- Protect your ship by controlling the AA (anti-air)
 
- Destroy an enemy ship by controlling the AA.
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Problems:- Two energy points so the players must decide which is better to collect energy.
 
- If an enemy launches a ship should you head to the AA or keep collecting EU to also launch your ship. Also Should you launch straight away or get a hold of the AA first.
 
- Should you be focusing on energy collection, or focus on keeping your enemy's from collecting  EU.
 
- Should you fall back and shoot your ship with your weapons or keep trying to control the AA.
 
- Players need to decide roles if they so choose, someone to haul energy, someone to protect the haulers, someone to defend the AA, and someone to attack the enemy and keep them from getting EU
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Solutions:- With only two energy points and two teams many players might decide it's not worth the risk to attack and will only collect energy. This gives them an advantage because the attacking players are not getting closer to the primary objective while the defensive team still is. This in no way encourages combat and tends to just be a race,
 
- With players having the ability to fire at enemy ships some may decide that the AA is too much work and they can just sit at base and attack the ship. This deters from one of the games main secondary objectives and encourages spawn camping.
 
- The AA point is very small for a higher amount of mechs. Match sizes can have 12 people in them if they are full and it can lead to very clustered play.
 
- Some maps are not mirrored so it leads to uneven play.
 
- players with a launched ship get a damage advantage from the battle ship which makes it harder for teams to control an AA point.
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Suggestions:- Have EU points that can empty so players are encouraged to fight to gain energy faster. Also map design should encourage fighting as right now the EU points are quite far and this discourages combat. Add another offensive secondary objective that gives a viable way for teams to collect energy other then destroying enemy mechs. Perhaps there can be small EU canisters in the middle of that map that have a fair amount of energy in them and re-fill after an amount of time. Possibly increase or decrease the amount of EU collections points.
 
- Ships should have shields that can only be taken offline by controlling the AA. That way players are required to control the AA to do damage to it. However i feel that bases should have a way to do damage to a ship if a player delivers a fair amount of EU to it. It shouldn't be use-able too much, maybe only even one every ship launched, and should only do a small amount of damage. This however adds another form of meta-game to the game mode and can help players who are having a hard time getting the AA but only have a bar of health left to destroy the enemy ship a way to keep playing.
 
- Increase the size of the AA platform or have two points that are required to hold to activate the AA even if they are pretty close. This gives players much more room to maneuver and a better playing experience.
 
- Sahara has very tight choke points on one side of the map along with other slight irregularities on some maps. Even the maps out more or have alternate siege mode versions.
 
- Players who are winning should not get an advantage for winning. This doesn't help players who are losing have a comeback.
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I believe that cover most of my thoughts. Prolly not to be honest it's a big topic. Thanks for reading, sorry for the errors if there are any errors.
					
					- Add more meta game. Players should still be able to collect energy during the battleship phase even if it's at a reduced amount. this gives player a choice and can help the losing team recover by launching a ship or can be a rick/reward for the winning team defending the AA.
- Make bases stronger. I'm not saying give them more health I'm saying if an enemy goes near it blow them up. This greatly discourages spawn camping. Also remove or shorten the start up sequence.
- Add a way to essentially drop or pass EU from one player to another. http://community.pla...eybind-drop-eu/
- There should a a way to do a small amount of damage without launching a battle ship. Perhaps a base weapon players could deliver a fair amount EU to and it launches a missile at the enemy base dealing a fair amount of damage to it. It should only be use-able a fair amount per ship launched. This would add another small meta-game and help matches in a stalemate end.
Edited by Necro, December 22 2012 - 11:34 PM.

 

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