Business idea: Conquest without ticket bleed
...until one team controls all of the flags, which should trigger either a massive ticket bleed or a short timer to the round's end. This would obviously make everything better. If it's not obvious then you are welcome to read what follows.
Disclaimer: I already posted this rant to a certain subspace of the internet with upvotes and downvotes. It got downvoted without a comment. I wonder if anyone even read it. I am so done with that place that I took the post down from there. Someone though, bewilderingly, seems to have shared it before I had pulled it down, which I didn't exactly realize was the case at the time. All things considered I will post it here, because I don't know of a better place to share rather passionate, but not quite easy-to-digest due to their text form, concepts and visions on Battlefield such as this.
Core
Recently I had a bit of time on my hands and played Battlefield. And I realized that the Conquest gamemode, while addictive (I have spent a ton time in it in the past), is not very fun at all, especially on larger maps. Not very suspenseful, not very satisfying to win and very frustrating to lose. Maybe I got tired of it over the course of the years, but if so then probably I am not the only one who did. Hence I propose this sacrilege: suspend the ticket bleed until all flags are captured by one of the teams, and make it massively cascading once that occurs, like a knockout blow likely to end the round.
"Why?", you may ask. How is it that keeping on average three flags, out of five, for instance, captured in a match means that you "conquered" the enemy and therefore win? It's quite ridiculous that this decides the victor. The range of tactics you may use in standard Conquest is rather shallow, it's either pushing with the whole team at a chokepoint or capturing a back flag in a small group on linear maps, otherwise running around in a circle of flags enclosing the map on the larger and less linear maps while praying that your team doesn't all go to the few central flags. Especially this second scenario is quite abhorrent and not that uncommon.
So I want to turn Conquest into Team Deathmatch? No! Firstly, there would be an incentive to lock out the map and capture all the flags, achieving "conquest" in the full sense of the word and winning the round promptly. Conversely, an incentive to hold a defense line far higher than the last flag not to risk losing it.
Details
To further incentivize taking control of the flags, it should be easier to fight the more flags your team has captured. So only on flags (and the uncap) you should be able to build resupply stations for ammunition and health or vehicles, as well as build and/or gain control over stationary weapons. Some (powerful, not only transport) vehicles should spawn into the map on certain flags, such as tanks, or something like the UAV from BC2. It should be possible to steal them, but repairing stolen vehicles should be impossible (unless maybe you used a similarly stolen repair tool of the enemy forces, which would be very tricky). Some flags should enable the team controlling them to call in support like artillery or smoke barrages, this should not be too powerful though. Spawning on squadmates could be toned down to increase the importance of flags as spawn points.
In case of Conquest Assault (underrated gamemode) the attacking team would have a set timer going down before they capture the first flag, and lose if it goes down to zero.
Additionally, flag capturing rules could be tweaked. It should not speed up much with the amount of players on the flag increasing, however spawning on flags being contested should quickly become unavailable as the contest progresses (this is relative to what is the apparent average in recent Battlefields, apart from 2042 because I don't play that).
A soft-core version of this idea is to make the ticket bleed rate a very non-linear function of the fraction of captured flags, shaped like a logit function for instance. I don't really know what it has looked like in the games to date to be honest though, I believe it was quite linear.
Discussion
I don't know how this would play out exactly, but I am almost certain that such set of rules would make this mode more suspenseful and dynamic, something that it lacks terribly compared to many: Rush, Breakthrough, even Frontlines, apart from only Team Deathmatch and Domination. The standard ticket bleed forces you to carry out every move at full speed, if you care about the result that is. Eventually you get used to that speed and it becomes boring at best, frustrating at worst, which is when you are losing, which is about half the time after all. Unless you are playing 2042 that is, because then it's frustrating 100% of the time, so I don't have high hopes for this ever being addressed. I know Conquest is a classic, a staple of the series but I feel it needs a change. This would make the rules very clear cut, the numbers resulting at the end of the round a simpler function of the state that the battlefield was in. Share your thoughts please.