Speaking of "End Run", another map idea:
Tarawa, destroyer and crusier start at the jump point at one side of the map, Kilrathi orbital facilities in the middle, a Kilrathi heavy carrier on the other side. The Confed player has to land enough marines on the orbital facility to destroy it and then escape back to the jump point.
The Kilrathi player has to ensure that the facilities are not destroyed and, if they are, that the Tarawa does not escape.
Could be different in that the Kilrathi will want to rush in light and medium fighters at first to take out transports while the Confed player will want to rush in, land the transports, destroy the station and then have to run.
Tarawa, destroyer and crusier start at the jump point at one side of the map, Kilrathi orbital facilities in the middle, a Kilrathi heavy carrier on the other side. The Confed player has to land enough marines on the orbital facility to destroy it and then escape back to the jump point.
The Kilrathi player has to ensure that the facilities are not destroyed and, if they are, that the Tarawa does not escape.
Could be different in that the Kilrathi will want to rush in light and medium fighters at first to take out transports while the Confed player will want to rush in, land the transports, destroy the station and then have to run.
) or something in the Battlefield vein. Another alternative to the Battlefield formula which could possibly work well for a Wing Commander version would be the phased objectives approach of Quake Wars: Enemy Territory, where each side has to complete a specific objective before moving onto the next section of the map; the gameplay also tends to vary for both sides with each new phase.
] and encourages players to work as a team to tackle the objectives.