An atrocious and disgusting orgy-like mash-up of several premises:
Mechwarrior, for controls/viewport. You're a mech pilot with limited ability to pop out to third person - which is implied to simply be a display within your own mech, meaning that other players can interfere with this ability in multiplayer scenarios.
Supreme Commander, for basic game play. You drop into an area, collect some resources, build up a small base/army, take out the enemy presence. (Or if your mech is advanced/well geared you could just blow it all up yourself.) Now you control the territory. This can consist of both vs-Player for world conquering, as well limited vs-Computer missions in some context. Also, the concept of Experimental units (which you can choose to run with instead of your mech, improving combat abilities but reducing or possibly eliminating the ability to construct directly with your mech, though you could still start with some engineers).
Utopia/Earth 2025 (just to name one of that sort of thing), for second-tier strategic map province-taking. The game world (it might consist of more than just one planet) is divided into many provinces and conquering provinces advances you toward victory. Victory is actually based around the same sort of premise as these games, where whatever player/alliance has the most points by the end of a term (a couple months) is the "winner" and gets great adulation and nothing else and everything resets. Possibly provinces are generated dynamically so that there isn't really any limit, and new players can conquer NPC provinces in order to get started. Owning provinces -may- provide strategic level resources that will chiefly let you upgrade your mech, loadout, provinces, and access to experimental units to replace your mech. These influences also demonstrate the ability for players to form their own alliances with limited non-player involvement.
Here's the kicker, though. Persistent world with preferably no caps on player involvement. Not individual box maps that are only loaded when you drop into them and then disappear when players leave. Not sure how best to weave this in to a strategic-level province control... maybe there's only one planet that you/the alliance have to conquer in full, which is persistent (control being based around player-constructed nodes which they have to defend, either actively or with constructed defenses) while the resource collection is relegated to off-world provinces where PvP might be more lucrative (since player provinces can be upgraded, but NPC provinces are capped in tech/resource levels) but generally doesn't occur because it doesn't force PvP.