I summed up my opening banter here:
It all revolves around a gameplay mode called "Missions."
In this mode, you and your group (anywhere from a Lance to a Company) take on contracts which increase your Faction's assets or diminish rival Factions' assets, which would in turn effect how Community Warfare or other events would function. Examples of assets would include:
Resources: Used to determine the strength of turrets, generators, and the Omega in Community Warfare, and could have other tangible uses as the game evolves further.
Intel: Used to determine the speed of dropping after a mech is destroyed in CW, and increases experience point bonuses in Missions and CW gameplay modes.
You would gain these assets (or strip them from your opponents' Factions) by Missions such as:
1) Defend/Attack Convoys
Take on a contract sent out by your Faction to support or interrupt a convoy of [parts, supplies, VIPs] as it travels from one side of a map to another.
2) Interrupt/Preserve Comms Transmissions:
Take on a contract sent out by your Faction to either disable or preserve communications between the planet and its satellites.
3) Pipeline Demolition/Protection:
Take on a contract sent out by your Faction to demolish or protect a nearby pipeline's pumps and structure.
4) Assassination:
Take on a contract sent out by your Faction to seek out a building (which could randomize) and destroy or defend it, killing or protecting the VIP inside.
Right there, you have 8 different game modes.
Now, as I'm sure you've gathered, most of these are VS AI maps in an old MW console gaming throwback way.
Oh, and also...new achievements...woohoo! ;D
So...thoughts?
((Edited to put in SPOILER tags to clean this up a bit, and make it look less daunting))
Edited by Madrummer, 07 November 2015 - 02:57 PM.