So, not-at-all-briefly:
Numbers to change as balance dictates.
Initial Phase
- Players carry innate 50 EU. Upon player death by enemy player, enemy receives innate + any collected EU. Suicide does not drop EU.
- EU must still be deposited back at base.
- 600 EU to launch ship required (ie, 12 enemy kills, or entire enemy team twice over)
- EU collects in tanks as normal; any energy received beyond mech capacity is not collected (discourages camping/long term engagement)
- No energy trees.
Battleship Launched
- Player weapons cannot damage Battleship, must control AA. Turrets still destructible.
- AA location is open/unshielded (no dome structure).
- Energy tree locations become Radio Towers. When friendly team controls AA, Radio Towers deploy shield on AA. One shield is weak protection against Battleship weapons, both shields offer complete protection (but not from player weapons, at any state). When enemy team controls AA, Radio Tower deploys Orbital Strikes on AA location, on a timer with appropriate aural warning of incoming rounds to players on AA. One tower a major nuisance, two an insurmountable wall of explosive death. Player must remain in range of Tower to continue effects. Players killed by Orbital Strike do not drop EU.
- Battleships come equipped with 4 turrets, with approximately 5x as much health as they have currently. Turrets randomly auto-seek targets of opportunity. Can be controlled from Energy Deposit pods at base; when controlled by player, have boosted ROF over automatic mode (to create incentive for player use).
Miscellaneous
- Base health returned to 3.
- Battleships, when encountering an enemy ship, will fire on each other in equal measure. Deployment of Battleship can be used as counter to enemy ship, at cost of team's collected EU stores. Control of AA (and therefore damage to enemy ship) determines winning ship.
- Battleships do not "level" in any capacity.
- Battleships do not have deer droppings (no random EU drops on destruction).
While I would like to keep the current blob drop for energy arrangement (to encourage players to push into enemy territory and think about kills before making them to prevent enemy collection), it really shuts down any hope for long-range players, ie Sharpshooters or EOC Rocketeers or Hawkins Brawlers; they'd just be in the way, giving energy to the enemy (which would then become a strategy of goading kills to pick up EU). The only way I see to fix that is to instantly transfer EU to the killer (with the corresponding balance that you still can't collect more EU than the mech holds, encouraging regular pitstops and shuffling of the playing front: the "winning" team has to secede their field position in order to deposit their energy, while the losing team can press the advantage).
Your mission, should you choose to accept it, is to find the flaw in my grand master plan.
Draco