Months ago I made a few post and topics about this, the map design dont help to feel the war, is too open and empty it's simple to understand, I won't specify each one because they all suffer from the same problem, of all the titles already released this is the least immersive we've had, well, if there's mass destruction due to war zones, pass that feeling to the game.
It would be nice to see the return of constructions like the bf V, but with that touch of modernity, several abandoned vehicles, even being military, one of the mistakes in my view in the design of these maps is to start everything beautifully organized, you can put elements that give the idea that there is a war there, even before departure, fire, destruction, scraps, things abandoned, are good options to create covers.
I'll take and paste here a topic I made about flags and teamplay, the reason that I launched ideas about gameplay that can be cool to dictate the movement of the match, and not being stuck to just take the flag, lose the flag, is a way to make the whole team not want to miss that point.
I've reading a lot of concerns about pfto and the ""death"" of team play, aside from the fact that I don't agree with the argument that it's the "Classes" fault I wanted to bring you some suggestions on how can we think about teamwork in Conquest and Breaktrought.
Beyond the Flag
One of the big questions raised here is about TeamPlay, talking a little about game design, what makes a player go after the objective? It's the feeling of reward for winning, we players play to win at their base, this is gratifying and here begins one of the first points I want to raise, what does the game offer us for winning? Nothing, apart from personal satisfaction, for now the game does not offer rewards or advantages for taking flags/sectors this in itself is a problem.
But what I believe is a greater potential for this problem is just having the flag, and not having mechanics attached to them, we run from one side to the other just to hold points.
We can go back and look, for example, at the previous titles that had flags with air vehicles, as incredible as it seems even if the guy doesn't like to play with them, he would go there, to get that flag could mean a headache less for having less a plane to * off can you see the fact that a simple advantage causes a search for that specific goal? BF2042 lacks this sort of thing, if we look at the "lore" of the game, even the intros before entering the map there is always a reason of course I gave an example of vehicles, but it's not supposed to be vehicles per se, as we have many in the game it's just to push me where I want to go.
I believe that developers can innovate thinking beyond the banner, why not add elements to the flags, in sectors that give small advantages for having that sector, that specific flag? A little more ammo? a respawn hotspot that cannot be accessed by the enemy, but lies in the middle between one flag and another? Why not?
I want to raise here is this, the flags don't need to be just static points of shot, add elements that bring a requirement to maintain, of course without taking the core of what it is Conquest or Breaktrought can transform the game.
One of the ideas that I had for example, and again I will emphasize that they are Ideas, of course they need to be worked on and thought through correctly so as not to break the game.
To better exemplify Kaleidoscope is premised on a data center, what could happen is, 3 flags there would be data center, the American team needs to keep the flags, the Russian team needs to take, and hack the servers or blow them up when doing this would disable the enemy minimap for a while, if the American team kept it for a specific time it could see the enemy movement on the map and not by moving dots, only indicating where the team is going (Remembering is just an example) It would basically be an "intelligence levolution"
Breakaway could a small boost in vehicle respawn time by dominating the station, Renewal The farm area could give +50 tickets every X time, or for a short space kills don't count.
See that it is theoretically possible to turn the flags into more interesting points, in addition to being a lose/win going from one side to the other.
I've always found Battlefield 1's mechanics of having "super vehicles" interesting but tied to the flags, unique events triggered by actually having the objective in hand, a super pulse of emp, disabling everything, Not just "destructive" things, but that cause a little bit of variation in how the player act within the game.
This forces the player a little more to do something for the goal, as neglecting it can negatively affect your game a little.
We don't have rewards for playing as a team. Another question that really kills the teamplay, what do you really get for resurrecting players besides EXP? This I've already said in another topic, the game has no reward for doing it right, and it's not a problem for lack of class, it's just that there's no incentive to do this, I believe the game needs to improve these stimuli. I already mentioned an exp bonus for composing more diversified squads, but I'll wait to see a little more of what the weekly missions will be like, even the battle pass that might have something attached to it.