I do find the idea of a carrier being able to control certain map elements way intriguing.
Through this topic some of you pointed out that it would be an excessive feature.
A single carrier being able to control all of the key points of one map would be too much (commander style), like having multiple ones controlling a point each could get frustrating.
Thus I thought of a possible solution to make this idea work fairly.
On every map there could be a set number of key points, each sporting different features such as:
- repair stations
- refueling stations
- long range-stationary weaponry
- so on with possibilities.
Now, with every new match(on the same map) these key points may come randomnly equipped to prevent players from developing a routine of the sort * Oh, ok, we get weaponry here, and repairs there... so I gotta go there first and here then *.
This way, every time the team would have to develop a tactic and operate choices based on the distribution of ground resources.
Sure, this could advantage a team if a particularly effective point would spawn close to their base. Thus I'd keep them far off into positions that could be equally reached by both parts.
last, but not least... how to control them?
We already excluded two ways at the beginning. I will expose you mine.
I do think a carrier shall be in the proximity, or stationary above a key point to capture(this implying a capture time) and control it. Upon it being destructed the point deactivates, falling neutral for a new carrier to come and retake it.
Plus a team shall be able to control a limited number of points never matching the totality of those present in a map, leaving the enemy a chance to take advantage of those left.
Do you think this would be reasonable? Let me know! :D