I was going to put this into the gameplay thread, but for the most part this sounds like a suggestion and no one really seems to care where empire discussions happen anyway. Edit: Oh crap, I thought I copied this into a suggestions thread. Oh well. Out of curiosity, what do you guys think if the win condition of empires was changed? Currently the main way is to simply kill the command vehicle, with the secondary win condition killing the entire enemy team and any spawn points. I've been thinking how empires would play out if you took out killing the commander. It wouldn't work to simply keep the secondary win condition, rounds would take forever, even if you made it so you couldn't build another commander. So you'd have to add on some other condition. Simply getting rid of every spawn point, without regard to who's left alive?(Simple destruction) Capturing all but 1 of the refineries? (Map control) Researching some sort of win condition, either in some cool super weapon or a simple building that causes a win?(Combination of map control and putting a time limit of sorts.) A team wins when enemy tickets hit 0?(Destruction with a more concrete time limit.) Adding in some extra resource that teams fight over.(Like map control but you can be sneaky about it possibly.) Destroying 3-5 enemy command vehicles?(Pretty much like giving a life system.) All of the above?(Lots of options, also really complicated.) One thing is I would think if the command vehicle is no longer a win condition it should allow the team to build another cv if it gets destroyed. If you couldn't build another one all it would really do is extend the game in a pretty bad way. People would still be motivated to kill the cv if they can, it's expensive or has that win condition I mentioned and it delays a team in building, plus they lose someone with an eye over the field giving out attack orders. For some of those ideas, other things would have to be changed too. For instance the ticket idea requires some way for tickets to scale to player count, otherwise some maps would never end while others end in like 10 minutes depending on player count. Gets rid of sudden death too, which is a good or a bad thing depending on who you talk to. Refineries is a bit tricky too I feel, larger maps I think it would work nicely either as a replacement or an additional win condition. Small maps I'm not so sure. People might not like being able to hold out for 15 minutes with 1 refinery in their base full of turrets and walls. Note when I say capture I mean building a ref at those points. The extra resource is most likely something that would have to be map dependent. I can't think of some way to really incorporate that into every map without messing with it. Though I do suppose you could tie into the ref idea and refs get this win condition resource along with regular resources. Or even make it so radars say generate some item every 5-15 minutes. A team needs 10 to win and can steal them from the enemy team. Would change the game quite a bit now that I think about it. Would make it so people have to wager on if they should let the enemy team stock up on this item and steal it or try to get rid of radars whenever they can. I know the obvious con is that this wouldn't seem like empires to anyone currently playing. I have to say though, for the most part when people play they don't seem to care about destroying the commander, they seem to care more about destroying bases. Probably because it can be harder and certainly more satisfying to do.