Because I knew I wanted at least one more standard-type game mode, off-and-on in my free time this week I've been sorting out this mode. Today I sat down and wrote it and implemented it - it's not a tough mode to implement (I can just use the conquest layer) and it didn't require much writing and re-writing of the mode's script. The ease of using this mode makes it a great mode to implement globally, just like Control mode.
V.I.P. mode is an "unbalanced" mode in the sense that both teams don't have the same objective. One team's goal is to hunt down and kill the enemy V.I.P. a certain number of times, while the other team's goal is to defend their V.I.P. while killing as many of the opposing team as possible.
On the surface it is very simple. At the beginning of the match, one team is randomly selected to be the "V.I.P. defense" team. That team has an AI hero as an ally who will randomly spawn at any of the friendly CPs. To help players move towards and defend their V.I.P., a marker is placed on the CP the V.I.P. spawns at - get there quick so that you don't lose track of your V.I.P.!
The opposing team - the team whose goal is hunting down the V.I.P. - is slightly smaller than the defending team (and of course does not have the advantage of an AI hero). Their task is made a little easier, though, because they're given a marker directly on the V.I.P. - they can follow the V.I.P. easily anywhere around the battlefield.
Like control mode, this is designed to be a quick and dirty skirmish-type battle. By default, the V.I.P. defending team will have to take out 80 reinforcements, while the attacking team will need to kill the V.I.P. five times (this can be adjusted).
As with all the modes, this is fully integrated under the umbrella of the random units/heroes in any map, so in addition to the V.I.P. team being random, the V.I.P.s themselves will be random as well.