Just to clarify right from the start, this suggestion isn't coming from a place of thinking conquest is broken or in desperate need of a rework. The core mechanics of conquest are honestly one of the reasons a lot of us are here in the first place. It’s a really unique system, and that’s something worth preserving.
This idea is more about breathing some new energy into it, something that adds another layer of strategy and interaction without taking away from what’s already there. And since the "capture pad" concept is pulled from VOTA, which most players are already familiar with and enjoy, I think it fits in naturally as an addition to conquest rather than a big shift.
Control Pads are small 3x3 capture zones that appear on conquest tiles. They act as secondary objectives that give your team a tactical perk when controlled, but they’re not required to win a fight. The goal is to add more strategic plays, more room for comebacks, and something meaningful for players to focus on aside from lamps and the core.
Not every tile will have three pads. Some might only have one or two. The idea is to place them based on how the terrain flows—open areas, choke points, and how fair they are to both teams. This avoids situations where a pad ends up around building, trees, or under a cliff.
These pads would be placed manually or approved during map setup and remain fixed on that tile. You'd be able to see how many and where pads are located before the fight.
Now, about controlling all three pads: I get that it sounds hard, and yeah, in bigger fights it might only happen after a full team wipe. That’s why tiles don’t always have three, some fights might only have one pad, and in that case, you just need to win the fight for that one.
There’s a reason not to give a perk from just one pad, though: it becomes too easy to trade perks constantly. Teams would take the pad, get a reward, lose it, then repeat. Requiring all pads forces teams to commit to controlling space and apply pressure across the map.
That said, with only one pad, it would function more like king of the hill mechanic, a simpler and scrappier fight that still works, just with one prize/perk.
This way, in smaller fights, pads are a fast play. In larger fights, they take real effort and teamwork to control.
Perks
Once your team controls all pads (or the only pad, if that’s the setup), you get to pick one of the following perks. These are designed to be helpful, but not game-breaking. More than anything else, they're meant to shift tempo, not decide the outcome on their own.
Tempo Perks
Disruption and Control
Why I think it could work
Control Pads add something conquest hasn’t really had before, an incentive to spread out, make strategic plays, and contest space beyond just lamps and the core.
The reason I think it could work is simple: it builds on something we already know and enjoy. It’s easy to understand, and it fits naturally into the way conquest already flows. It doesn’t replace anything, it just adds more layers to play with. Are you going straight for the kill, focusing on charges, or shifting your efforts to take control of the pad(s)? None of the perks give direct PvP advantages, so that's fair, right?
Curious to hear what you all think. Drop your thoughts, ideas, or questions below. Go forth!
This idea is more about breathing some new energy into it, something that adds another layer of strategy and interaction without taking away from what’s already there. And since the "capture pad" concept is pulled from VOTA, which most players are already familiar with and enjoy, I think it fits in naturally as an addition to conquest rather than a big shift.
Main Idea: Control Pads
Control Pads are small 3x3 capture zones that appear on conquest tiles. They act as secondary objectives that give your team a tactical perk when controlled, but they’re not required to win a fight. The goal is to add more strategic plays, more room for comebacks, and something meaningful for players to focus on aside from lamps and the core.
Layout and Placement
Not every tile will have three pads. Some might only have one or two. The idea is to place them based on how the terrain flows—open areas, choke points, and how fair they are to both teams. This avoids situations where a pad ends up around building, trees, or under a cliff.
These pads would be placed manually or approved during map setup and remain fixed on that tile. You'd be able to see how many and where pads are located before the fight.
Capture Mechanics
- Pads are captured by standing on them uncontested.
- If both teams are on the pad, progress pauses or reverses.
- Once a pad is fully captured, it turns your team’s color.
- If your team captures all pads on the tile at once, you unlock a perk.
- Pads reset after a reward is earned and can be contested again once per team per fight.
Now, about controlling all three pads: I get that it sounds hard, and yeah, in bigger fights it might only happen after a full team wipe. That’s why tiles don’t always have three, some fights might only have one pad, and in that case, you just need to win the fight for that one.
There’s a reason not to give a perk from just one pad, though: it becomes too easy to trade perks constantly. Teams would take the pad, get a reward, lose it, then repeat. Requiring all pads forces teams to commit to controlling space and apply pressure across the map.
That said, with only one pad, it would function more like king of the hill mechanic, a simpler and scrappier fight that still works, just with one prize/perk.
Scaling Capture Timers
To keep pad fights fair, the time it takes to capture a pad should scale based on team size. Bigger teams can cover more ground, so capturing needs to take a bit longer.| Fight Size | Capture Time |
|---|---|
| 10v10 or less | 30 seconds |
| 11–30 players | 40 seconds |
| 31–60 players | 50 seconds |
| 61+ players | 60 seconds |
This way, in smaller fights, pads are a fast play. In larger fights, they take real effort and teamwork to control.
Perks
Once your team controls all pads (or the only pad, if that’s the setup), you get to pick one of the following perks. These are designed to be helpful, but not game-breaking. More than anything else, they're meant to shift tempo, not decide the outcome on their own.
Strategic Perks
| Perk | Effect | Duration |
|---|---|---|
| Tracker’s Mark | All enemy players glow for 60 seconds | 1-time use |
| Mod Disruption | A random enemy module is disabled | 2 minutes |
| Respawn Boost | Next warp will happen in 60 seconds (Both sides) | 1 use |
Tempo Perks
| Perk | Effect | Duration |
|---|---|---|
| Quick Warp | Your next warp cooldown is reduced by 30 seconds | 1 use |
| Extended Charge | Your next 4 golem kills gives a charge that lasts 30 seconds longer | 1 use |
| Pressure Pulse | One enemy lamp starts with one extra charge required | 1 lamp only |
Disruption and Control
| Perk | Effect | Duration |
|---|---|---|
| Delayed Warp | Enemy’s next warp takes 30 seconds longer to activate | 1 use |
| Silence | The enemy's tab and conquest messages are disabled for 90 seconds | 1 use |
| Core Bomb | 30% health triggers a blast that instantly kills everyone in the core | 1 use |
Why I think it could work
Control Pads add something conquest hasn’t really had before, an incentive to spread out, make strategic plays, and contest space beyond just lamps and the core.
The reason I think it could work is simple: it builds on something we already know and enjoy. It’s easy to understand, and it fits naturally into the way conquest already flows. It doesn’t replace anything, it just adds more layers to play with. Are you going straight for the kill, focusing on charges, or shifting your efforts to take control of the pad(s)? None of the perks give direct PvP advantages, so that's fair, right?
Curious to hear what you all think. Drop your thoughts, ideas, or questions below. Go forth!

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