I had an idea for a game mode that I wanted to throw out as a suggestion for a potential future update to the game. The basic idea is that there are bot production nodes scattered around the map that the teams fight for control of. Five nodes sounds good, but three could work if five produces too many bots to be feasible. You would control a node by standing near it. The more players from your team standing near it, the faster you would capture a node. After capturing a node, bots of your team color would begin spawning and they would make their way to the enemy's moneyball. Your team would control the node until the enemy team entered the node's area to contest and capture it for themselves. The bots in this mode would be much stronger than crossfire bots, so there would be more of an incentive to actually capturing the nodes, rather than just wiping out the bots coming out of them. I would also suggest to turn off player damage against the moneyball, again to keep the focus on capturing and defending the nodes. After the bots of one team have completely destroyed the enemy's moneyball the game would end with that team being the winner. I think there would be a lot of depth and strategy that would add to the fun factor of this gametype. You could go for the nodes that are closer to the enemy base to give your bots the shortest walking distance possible to the moneyball, but it would also be harder to defend those nodes because of how quickly the enemy can attack and defend it. The pathing of the bots out of each node would also be important, because you could potentially give your bots a direct route to the enemy moneyball by controlling the right nodes, rather than a route that would force your bots to fight enemy bots. The bots being stronger would lessen the overall number of units on the map to make it more feasible lag wise. You could change up the type of bots that spawn at a given node to make some nodes more desirable than others. You could also add production bonuses for controlling adjacent connecting nodes. The annihilator would be particulary powerful in this game mode, so it may need to be tweaked or not included at all in the interest of fairness. There are many different variations possible, but I think the general idea fits the MNC theme pretty well.
Sounds like a grand idea. Here is where I throw in my two cents: The production nodes have shields that can only be broken by Slims, Blackjacks, and Jackbots. Once the node is broken, a pro must go into the node and "reprogram it" to work for their team (this is out of reach of spawning bots). It takes about as long as level 2 hacking for a turret. Depending on the class that reprograms the node, it will spawn special bots at intervals (because not all bots are created equal, the timer would be based off of how useful the bot is.) Gremlins spawn every 30 seconds, Scramblers every 10, etc.
This is a really good idea and has potential. I think three Spawn points would be fine. that way you can allocate 2 Pros to each spot on average. I still think you need to also have one at each base which spawns Bots still, to add a little more edge to the fighting.