(Gamemode originated from this version; Mk III based on this)
Example map
Example map; early-game
Example map; end-game
(LEGEND - gray -> no man's land; blue -> Team 1 territory; green -> Team 2 territory)
Conquest Mk III is the biggest, greatest and the "mostest" epic (re)incarnation of Conquest mode so far!
What is it all about?
Well, let me explain...
IMPORTANT NOTICE: Conquest is a large-scale, long-shot type of game and ultimately a single world may stand for days, weeks, if not months.
The game first generates a large; if you take a look at the example map, it's actually 20 zones high, 35 zones wide. (700 zones!)
That said, map size can be freely adjusted, far'n'wide - 1x5; 3x7;20x35 - you choose when you start the server.
It could either generate large world and then split it into individual zones (to make it more "consistent") or generate them one after another OR, should one desire so - load each zone individually from custom maps.
The generation might take a while, but a world will be more than enough to suit for a very, very VERY long game of smaller matches.
Then the two teams are thrown into possibly farthest areas and start with 3x3 territories.
The zones can be freely walked in-between.
The white/transparent areas are the waters, which can't be officially "captured")
In order to win, teams must capture all the enemies' zones.
When there's a battle over a neutral zone, the map is played Territorial Control-style. The first team to capture all the control points wins.
Whereas there's a battle over a captured zone, the map is played with time-based style - if the defending team manages to hold the last control point when the time runs out, they win.
The battles can take place even if there is only one team in a neutral zone. (which obviously makes it far more easy)
When there is no battle, but there are still players in a zone, they can build and fortify the zone to prevent the opposing team from capturing on a later date.
Helicopters are far more important in this mode, due to fact that they can swiftly transport troops over large areas.
POSSIBLY, other vehicles could be available in Conquest, but they're not the point of this suggestion, it's the gamemode itself.
It is worth noting that the team will NOT be informed if an enemy is entering their territory, unless the players themselves spot someone. Thus, it is possible to make ambushes and "flank" captures.
PS: I know that 30x25 may be too big, but it was made solely for demonstration purposes.
Also, if every zone could have seperate playercount, it could make for -really- big servers.
It's a long-term idea. I don't expect it to make it into 1.0, not even into any of the updates soon after.
FUN FACT: 4x4 pixel square actually represents one square on a zone grid (A2, H6 etc.). Thus it's a 1:4 scale map. (if I count correctly)
PS: Also, even if a map can have 700 zones, most of the zones are actually nothing but water, which reduces the effective size of the map by 20-30%.
And I suck at maths...