I propose that for every Skirmish match, rather than the victory condition being either 'attack and take the points, let bar fill' or 'defend and keep the points, prevent bar from filling', there is instead a variety of different victory conditions which each faction is assigned at the start of the match, and which are hidden from the opponent.
The idea with this would be that rather than knowing exactly what your opponent has to achieve to win, you instead have to interpret the enemy's behaviour and adjust your own accordingly, but without compromising your ability to achieve your own victory condition.
This would create an excellent balancing act between stopping your opponent and achieving your own objective, whilst also creating an interesting meta where well-drilled squads can feint to make the opponent believe they are trying to go for a particular victory condition, but in reality their victory condition is something else.
An additional benefit of this would be to breathe extra life into existing maps. A map where you are trying to take and hold control points will not play the same way as it will if you're just trying to rack up a certain number of kills (for example - I feel bE should be the ones to come up with the specific victory conditions). The control points would always still be important, because they provide better spawn locations, not to mention you can never be sure your opponent's victory condition isn't to hold them, even if yours is not. You might also need extra time to achieve your objective, so this feature could remain.
Please sign in to leave a comment.