So this is something that struck me, while messing around in hammer, as something i'd love to try out playing. It would basically be combining the core empires gameplay with conquest map gameplay. Each team has a CV and base building is available in this mode, with the exception of the VF and barracks. Radar (with research), armory's, repair pad's, walls and turrets will be available for placement. So just like with conquest the map is filled with capturable points of interest. There is however not just a single route, but many options to plan your attack route. Just as with conquest these cap areas can only be captured if you own at least 1 adjacent cap area. Every captured area offers ammo and health boxes for your team immediately on capture. Each area also has a spawn point and something of strategical interest. This can either be a steady income of resources, or a vehicle spawn option. This vehicle spawn option will be limited to what the commander has researched, AND to the vehicle spawn point type, which would be a certain type of chassis, for example the heavy tank chassis. If you control a cap area with a heavy tank spawner, but your comm has only researched mediums, you won't be able to spawn a vehicle there. Player and vehicle spawning can only be done in safe areas however. An area is safe if ALL adjacent cap areas are under your control. Spawning anything on the edge of no man's land is therefor impossible Eventhough only adjacent cap points can be captured, ANY point can be uncapped, even across the map. Any areas the enemy had already captured beyond that point will be lost to them, as you've cut their supply lines. By infiltrating and uncapping a strategic cap point, you might be able to cripple enemy control and superiority. Example #1: BE starts with cap area 1, which allows players and jeeps to spawn at the starting base. NF starts with cap area 6. If BE moves east and captures area 15, nothing would change yet. If they then capture area 14 and 16, they'll be able to spawn and spawn AFV's at area 15 (however the comm will have to research AFV's first to spawn vehicles) Later on in the game BE has map control. They captured each area touching a blue supply line (image), and can spawn at the starting base, area 1, 2, 9, 15 and 16. NF can spawn at the starting base and areas 6 and 12. NF can try to buy enough medium tanks at area 12 to drive straight towards area 1 to uncap. If succesfull BE will lose ALL areas and will have to spawn at the starting base. (the start base spawn will work when the first cap area is uncapped; to win the game the last cap area has to be fully captured or the cv has to be destroyed). Uncapping area 1 won't be easy though since BE can spawn nearby at areas 1, 2, 9, 15 and the starting base. Better would be for NF to try to uncap area 15 for which only 1 spawn has to be dealt with (area 15 itself). If succesull BE would lose access to heavies (point 16) and 3 of their 6 spawns including area 1, which can now be reached through area 15 without having to pass any BE spawn point at all. Example #2: king of the hill map BE took a risk and went straight for the hill. NF went for map control. Results: NF: - base spawn + 6 safe area spawns on the outer circle - base res income + 2 safe area res income - access to jeeps, lt's, meds, heavies and arties BE: - base spawn + 1 safe area spawn (area 17) - only base res income - access to jeeps and apc's BE chances look hopeless, however with access to apc's, they can roam around freely and uncap NF's area with ease. If all they succeed with an apc rush is to uncap area 5, NF will still lose 4 of their 7 spawns and access to LT's and artillery vehicles while BE can use their APC's to claim the entire western area. Thoughts? I know i'd like to try it ^_^ Edit: To avoid making uncapping unadjacent areas too easy, perhaps this could be limited to full squads? Or one of each class: an engy, rifleman, scout and gren? Shoot one of them down and they won't be able to uncap your precious safe area that controls half your territory. It would encourage revive and squadplay. Would need 'Empires 2' amounts of players though Another option would be to add 1 second to the required uncap time for every minute a cap point is in your possession. Areas closer to your base would be more difficult to cap, but not undoable.