In control mode, each team has a set reinforcement count and pre-defined non-captureable command posts. The goal of control mode (akin to a reversed assault mode) is to completely eliminate your opponent's reinforcements.
The reason this mode is called "control mode" is because there are several command posts - control points - scattered across the map. These control points may be captured, like command posts in conquest, but you don't need to capture them to win, and capturing all of them won't win the match for you. They are captured much more quickly than normal conquest command posts, which means they will change hands often over the course of a match.
You will want to capture them, though, because each control point you control gives you a distinct advantage.
Each map using this needs to have a minimum of four control points, but it may have more (depending on the size of the map). The four primary control points provide one of the following bonuses to your team:
-An AI hero player to support your team
-A health regen for every unit on your team
-A regenerative shield for every unit on your team
-Higher energy regeneration rates for all units on your team
Any control point added past the original four will provide a reinforcement bonus to your team. If the opposing team captures a control point you previously owned, your bonus will be removed and they will take that bonus. In the case of some bonuses, units must either respawn or enter a command post to activate their bonus - which means that if you're diligent and try to stay alive, you can keep a bonus even if the other team has taken back a control point!
The control points are on fixed locations in every map, but their effects are randomized at the start of every battle. For example, the control point that gives you the hero bonus in one battle may give you a reinforcement bonus in another.
Because the hero is available as a bonus, there will only be one hero on the field at once and it will only be available to the AI. You still have access to the hero support units for either team, though.
In the below pictures you can see some of the aspects of control mode:
This mode was fun to make and is a lot more flexible than wave mode, which means I can easily add it (and probably plan to) to any land-based map for Rising Son.