The gamemode would revolve around generators, perhaps 3 or 5, equidistant from the spawns of each team. To score points, a team would need to repair a generator, once repaired, the generator would add one point per second while active to the team that repaired it. to prevent this and capture it for them, the other team would have to destroy the generator with a c4 charge or other damage (artillery, laser, minigun, etc.) just like how a generator can be destroyed now, and then repair it for the generator to start adding to their score. Unlike using capture points (like the forward spawn point) for a symmetrical capture point mode, using generators gives a clear use for engineers and fire supports (to destroy the generators). So, what do you think?
What About a Symmetric Control Points Style Game Mode?
Oh like capture the flag DB-style I like it. I thought of something similar but I couldn’t put it into words.
I think instead of planting c4 we should dismantle the generators straight away because by the time it blows up you could have a lot of points by then and the game could be one-sided
This seems like it could be a really cool twist on a control point mode. DB is very much about area control and denial, so I would probably play the hell out of it.
The big issue I see with it is balancing around C4. C4 has a 45 second timer (I think it’s 45 seconds, after arming I don’t stare at it, I start defending. aggressively loads Blishlok), which would be forever in a gamemode about getting as much ground as quickly as possible. I do see a few ways to make that more interesting. (Note that all numbers are based on the 1 score/sec figure in post at time of writing.)
Way the First: Cut the timer on C4 to something like 30 seconds. This is probably the easiest, and also my least favorite. It makes C4 and effective tool, but negates a large part of the reaction potential. That could make it a situation of a devoted engineer running around planting C4 on everything, and not defending it.
Other options: Timer at 25/20/15*/10*/5*/0* seconds.
*Please don’t. Those are stupid numbers.
Way the Second: Make generators with C4 on them not produce any score for the team who repaired it. This creates a situation where an engineer can have a more active impact on the enemy’s score. Whether that’s a good thing or not, I’m not sure. This could also lead to a dedicated engineer situation. (Limit C4 to 1 per player/team? Could cause it’s own problems.)
Other options: Generators with C4 take 1 point every 4 seconds (from the team that controls the generator)/give 1 point every 4 seconds (to the team that planted the C4)/reduce the score generated to 1 every 4 seconds instead of 1 every 1 second.
Way the Third: Make detonating C4 give score to the team who armed it. This could be done with a flat number (around 60?) when it explodes, or base it on the timer of the C4, incorporating part of Way the Second. Have generators with C4 generate neutral score at the same (maybe slightly reduced?) rate. Have the score go to the planting team if it explodes, or to the defusing team if defused.
Other options: I got nothing.
Those are my initial thoughts. Yes, I’m the nerd that thinks of intricate balancing acts that can be done given a starting point.
Further questions to ask:
What game size?
What map size?
How to guarantee that someone on each team has an Engi?
What score limit?
Do you add a “Win by X” rule?
How do you handle spawns? Stick with waves?
Are the maps perfectly symmetric? (League vs. Dota)
Do you move spawns or change spawntimers (presumably based on score difference) to try to even up the game?
How do you handle engineers from opposite teams repairing the same generator?
How do you handle partial repairs?
I could probably come up with more, but I should probably cut myself off.
Thanks for reading this wall of text. Go get a cookie. You earned it.
Sounds like a Battlefield 4 capture gamemode where you have ticket bleed. Sounds ok I guess, would be interesting to try it out and see how it goes.
I would love for SD to give us more little prototypes of gamemodes and maps like the test weekends we had for gallery and dockyard (plus I can’t wait for dockyard).
[quote=“MisterBadmin;194754”]This seems like it could be a really cool twist on a control point mode. DB is very much about area control and denial, so I would probably play the hell out of it.
C4 has a 45 second timer
Way the Second: Make generators with C4 on them not produce any score for the team who repaired it.
Further questions to ask:
What game size?
What map size?
How to guarantee that someone on each team has an Engi?
What score limit?
Do you add a “Win by X” rule?
How do you handle spawns? Stick with waves?
Are the maps perfectly symmetric? (League vs. Dota)
Do you move spawns or change spawntimers (presumably based on score difference) to try to even up the game?
How do you handle engineers from opposite teams repairing the same generator?
How do you handle partial repairs?
I could probably come up with more, but I should probably cut myself off.
Thanks for reading this wall of text. Go get a cookie. You earned it.[/quote]
C4 has a 50 second timer
I like the second idea the best, that way the opposing team (currently possessing the generator) is rewarding for defusing a c4 right away.
Game size could be 5 v 5 to 7 v 7 I think, with three generators with 7v7 each team still probably wouldn’t cluster too much.
The game doesn’t need to guarantee a team has an engi. Engies just like in objective/stopwatch/execution are super helpful but wouldn’t be necessary.
Score limit? I really don’t know. Maybe 500 points just for a good number? and a 10:00 timer if neither team reaches 500.
Spawns should still be waves I think.
Maps probably should be perfectly symmetrical to be fair. Though they could change the aesthetic in order to make it feel different.
Spawntimers could be changed to help a losing team perhaps, to prevent a total lockdown, or they could stay set at 24 (or whatever it is now) seconds.
Whichever engineer started first repair and whoever tried second wouldn’t be able to start (like how it is now if another engineer tries to repair when another already is)
Partial repairs would be as they are now, stay at the current repair level, the generator’s allegiance goes to whichever team finishes it.
Also, just as an extra thought, these generators should probably have more health than the current side objective ones. Because right now it only takes 2 arty strikes to disable one.
Sounds a lot like normal conquest on the games that has it (Battlefield and whatnot). I like the idea as I’ve always been a massive fan of conquest, but I’m not sure how it’d work on Dirty Bomb. I’d be excited to at least try out something similar to it. 
I don’t think 500 points would be nearly enough, even a perfectly balanced match would have the teams getting about 1.5 points per second (3 generators divide by 2 teams). At 1.5 points per second the game would be finished in under 6 mins, which is much lower than current obj/stop/exec matches.
I would go with 1200 points and a 15 min timer. 15 min timer is the same as obj/stopwatch, and 1200 points can be achieved in 10 mins if one team is getting 2 points per second.
Alternatively, it could be best of 3 or something like that, several short matches like execution.
Even though I think this is an awesome idea, this should be a long term idea, not something this year. Creating this gamemode would require brand new maps, lots of coding (it’s more complicated than execution), and a hell of a lot of balancing. The developers simple don’t have enough spare time to create a brand new gamemode. They need to focus on TURTLE! 
I would definately like to see this game mode. No C4 though, only repair / dismantle.
What Opi suggested here was in my thoughts too.
Only issue I have with dismantle is that it’s a mechanic that wont be present in any other gamemode, thus making it slightly redundant. I would live with it just fine, just wondering how such mode and alteration to mechanics would be received by newbies. Which is also why I would avoid “miniC4” with different detonation time like a plague too.
Which is why I thought of would it be beneficial of having 2 generators per point, both marked clearly for each team. They start broken, and once a team repairs their own generator, point becomes theirs. If on time of repair enemy teams generator was active on point, it breaks now (if someone needs “explanation” as why and how, make it short circuit or something) and in order to “recap” they repair theirs, breaking the other again.
I think when a generator has a C4 on it, it’ll create a spot for a battle between larger parts of the teams, instead of just 2 v 2’s or 3 v3’s, a C4 will create a point that the teams need more members to attack or defend.
I think this is the best symmetrical mode idea yet. Perfectly fits to the style of DB of control over objectives which have to be repaired with engies and destroyed with C4 and fire support; gives relevance to every single role in the game. gonna PM the devs about this.
@RyePanda It does create a prolonged focuspoint, which is indeed desireable but I think same could be achieved with server-wide announcement and UI element showing that one of the generators is being “contested” aka repaired by enemy team. Reference in TF2 for example.
I think the C4 would create a focus point for a longer time, and to make it so owning a point didn’t mean 50 free points, have it so if there is a c4 on a generator that generator doesn’t give points. This way teams have to prevent other team from just planting a c4
so basically a re-imagined version of the classic tug-of-war style gamemode? sounds good to me. Could possibly be played on current OBJ maps as well.
Would it also be possible to make the gamemode like Battlefront supremacy mode? Where there are five control points, each team starts with two and one neutral. The only control points that can be captured are the ones closest to each other, controlled by opposite teams. This would mean that only two generators are available to capture at any one time.
This would focus the combat into a smaller area inside (potentially) large maps. Hopefully it would also encourage team play instead of lone wolves.
Whoever mentioned it is right though. Engi’s abilities would need to be toned back otherwise you would get teams of 7 fletchers spam repairing and planting C4s. That would not be fun.
Just touching on the 1 point per second thing with the generators, not sure if anyone has suggested this but what if whilst a c4 was planted the generator would not produce points?
What if both teams had permanent generators for their team, generating score over time. To prevent the score increasing, competing teams engineers should place an EMP pulse device on the generators.
A different twist on an old concept 
Or make it that you must blow the generator in order to earn points, and repair stop the progression.
Or make it outdoor then arty skyhammer and Kira can blow it up faster than 50s. Like the EV, and make the game last as many time as a EV not stopped make a game last. Maybe a little more if there is not other objective. It’s like an ev map, if you haven’t support, it’s already lost.
I think it would be best to stick with a 50 second timer c4 and simply have a c4 prevent a generator from giving points.
If we’re not going to be getting any kind of a meaningful influx of new maps (and nothing indicates that we are) then a new game mode like this would bring some much needed ‘fresh air’ to gameplay in general. I really wish this would be considered, and the discussions here only prove that something could be done to easily balance it within the parameters of the game as it stands presently.