Currently Command and Control suffers from a similar all or nothing approach to winning like Kashan does, making it come down to a Kill to Death ratio + vehicle kills to determine the victor. As Firebases are easy to put down and hide actually killing all four of your opponents FOBs while retaining your own is pretty much impossible, FOBs are unimportant to the actual map strategy in C&C currently. As I prefer a mix of strategy and effectiveness to matter I suggest the following as different approaches to C&C.
Minor tweaks to the current system:
- Have firebase destruction count points (20) giving the team that attacks a minor boost.
- Have a bleed based on the difference in the number of firebases (I think AAS should also use this for how many flags are controlled). So if one team has two or more FOBs than the other team it starts a bleed, and the bleed gets larger for a bigger deficit (so 4 vs 2 firebases would start a bleed but 3 vs 2 would not incur a bleed).
This is a combination of AAS style objectives and the control part of C&C. Each main (the walled in areas on Qwai for example) are an uncappable flag with a Dome of Death. Four flags are randomly placed on the map, but they are not cappable. Instead two of the flags are assigned to each team as objectives.
Example:
China on Qwai a assigned Temple and Mine. US is assigned Processing and Goverment Office.
At the beginning of the round each team has a set amount of time (we will say 30 minutes) to build at least one firebase on the given objectives (within 50 meters of the flag). Starting at 30 minutes a bleed will be determined by the difference in firebases on the objectives. If one side has more objective firebases than the other then that team bleeds.
Example:
China has a firebase on Temple and Mine and the US only has a firebase on Processing so US will bleed slowly (1 ticket per 10 seconds) until they get a firebase on Government Office or they take down one of the firebases at Temple or Mine. If the US loses the Processing firebase and is down by two objectives then they will bleed quickly (1 ticket per 5 seconds).
Tickets from kills and vehicles would work the same as they do currently. As both teams can build 4 firebases 2 can be placed anywhere and would be used for the objectives and the other two can be used to support the friendly or to assault the enemy objectives.
Alternate gameplay:
- Having the team bleed tickets for not having two objectives up and losing the game immediately for not having any objective firebases (other teams situation does not matter).
- Only show the friendly objectives until enough intel is gained ala Insurgency. I'm not too keen but would like an intel system of some kind, maybe by getting close enough to the objective for a certain amount of time.
- Instead of losing tickets for deaths gain tickets for kills/vehicle destruction. Downside is firebase camping for kills.
- Have objective FOBs count for tickets when destroyed in addition to the bleed.


