Overview:
BTB Stockpile - Bring 5 charges to base to score. First to 3.
Pro - Objective focused players can shine. Razorback?
Con - Cuts the map in half, energy cell spawn locations seem to fall to one side, favoring one team over another. No cooldown to pick up cells. Stealing cells take 5-10 seconds to grab?
Fix #1 Evolve game mode into Bomb/Assault. Best of 3.
Once 5 energy cells are brought to base, a bomb will be created from them. The bomb must then be brought to the enemy base to be detonated. Like true Halo fashion, any team can use the bomb to detonate on either base. Separate detonation site from creation site.
Detonate to win Round.
This can solve the current problem I am experiencing in Stockpile. The problem where both teams sit on defense and ignore each other. By adding an Assault/bomb layer, this can transform the mode into a 2-step process.
Fix #2
The energy cells seem to spawn from thin air. Maybe add a KoTH element, or at the least have something to fight over before the cells are available. It’s currently unsatisfying to see an entire team running away throwing energy cells.
Fix # 3 (easy)
Remove the throw option for the cell. One player can effectively juggle throw all 5 or 6 if left alone. Most players have probably seen someone juggling 2 at the least back to base. Removing the throw would hinder the return speed. Maybe players would start using razorback as a carry option then?
Fix # 4 Defend the charges once all 5 are obtained. Best of 3
Limit the first drop of charges to 9. 3 sets of 3 spread out evenly across the map. Once all 5 charges are obtained by a team the location should EMP all other charges, destroying, or neutralizing the remaining charges. The only charges unaffected could be the ones in the other team’s base power unit. Once the EMP goes off, the team who placed 5 first has to defend the location for the charge to win the round. Stealing a charge should be as quick as placing the charge, unless all 5 charges have been obtained then the attacking team would have to deactivate the charge before stealing. This would transform the game into a CTF style after the EMP goes off (capture the charge/defend the charges)