Heard this argument before. Just get rid of Ambush or Domination if new modes spread the population too thin; Ambush has terrible spawning anyway that has NEVER worked correctly, and Domination is always boringly one-sided (Skirmish is the only decent mode). Not adding new modes would be much worse for the player-base anyway, me and many others are getting really tired of over a year of the same thing, and I'm not going to stick with Dust if the game modes don't evolve beyond the generic garbage we have now.
Also, player count has been
steadily growing lately. Not as big as when the game launched, but it is improving.
I personally can't wait for CCP's announced "conquest" mode, which has been described as being like Skirmish 1.0 (the original Skirmish mode with attack/defend, and multiple stages similar to Battlefield's Rush mode).
I want these original new modes:
ConfrontationKAGEHOSHI Horned Wolf wrote:A game mode composed of 3 stages. Winning 2 out of 3 means victory. If a team won the first 2 stages, then the 3rd stage should be skipped.
Stage 1 - Defense Relay: Neutral (no attacker/defender). Both teams fight over a defense relay which gives winning team control of the installations and outpost in the next stage. Holding the defense relay fills a bar, and the first team to fills their bar first wins the first stage. This is akin to Domination since there is only one neutral objective. There could also be variations where there more than one defense relay.
Stage 2 - Oupost Control: Attack/defend. Defense Relay (stage 1) winners become the defenders, and their clone reserves increase by 100 because of the clones stored in the outpost. Attackers must breach the outpost and must plant charges to destroy the bulk clone storage sites (and decrease defender clones by 100) to win; 5 sites each containing 25 clones for example. Defenders can win by depleting the attacker clones. Losing stage 2 for defenders means the extra 100 clones is destroyed.
Stage 3 - Ambush: Neutral. We all know how Ambush works. Ambush is the logical continuation of Outpost Control (stage 2); in Outpost Control both teams try to take out the other's clones, the attackers do it by blowing up clone storage sites, and the defenders do it by just killing the attackers. Once the clone storage sites are destroyed, it only makes sense that it would just be Ambush.
This specific order ensures that at least one battle is neutral, and at least one is attack/defend. This makes it more interesting IMO.
Scan & DestroyKAGEHOSHI Horned Wolf wrote: Starts with 2 teams, each team has an MCC. The MCCs are shooting each other.
Each team has 3 to 5 cloaked hidden missile defense arrays (MDA) that shoots down (preferably with a kickass laser) incoming missiles from the enemy MCC.
There are 3 neutral objectives. These objectives are massive scanner installations. If you hack 2/3 of the scanner installations, they will scan and locate 1 of enemy's MDAs.
Once your scanner installation locates and decloaks an MDA, the MDA will be marked on your team's HUD/map, and it will be destructible by hacking, or by damaging. Until it is scanned, MDAs will be cloaked and indestructible. There will be a few minutes for the "attackers" to destroy the spotted MDA before it cloaks again, and becomes indestructible.
After a spotted MDA is destroyed, control of the scanner installations reset back to being neutral.
The goal is to gain control of the scanner installations in order to locate and decloak your enemy's MDAs (missile defense arrays), and then destroy them. Destroying MDAs will allow more of your MCC's missiles to successfully hit your enemy's MCC, thus allowing your MCC to destroy the enemy one.