i can't speak for everyone in the TDM camp but for me the issue is the lack of non-linear game play. as it stands every map is a script ... the objectives, their location and the order they need to be completed is EXACTLY the same each & every time you play. that being said .... you know where every firefight is going to take place and in what order. while it's not exactly the same every time you have to admit there are very little if any surprises. simply stated there needs to be some variation in how the maps play.
this is why TDM and / or objective modes like, conquest, rush, search & destroy, etc tend to be more appealing because they give maps a longer shelf-life. why? because there is more then one way to win due to their non-linear structure. each team is presented with choices & options at every stage rather then having to follow a set script.
for example as it stands refuel has 5 objectives that can be broken up into three stages.
Destroy the Storage Depot Door
Deliver the Hydraulic Fluid
Hack the Warehouse Controls
Deliver the Avionics
Repair the Fuel Pump
what if there were multiple (2) options for each stage, no set order to follow and you could complete them simultaneously? ... meaning there would be two aircraft hangers, 2 hydro locations and 2 avionics locations. the objective remains the same but how you achieve said objective is for you to decide.
obviously you would have deliver the hydro, avionics and fix the pump in the same location (of your choice) but by allowing the attackers to choose where they deliver the components and in what order introduces enough variables to make the experience different each time as you are forced to make decisions and react to those made by your opponents. (good or bad)
sounds like fun.
POV?
