We’ve been having a heated argument in another thread regarding Conquest Mode. Once it was revealed to me why many people “may” not like this mode and quit, it was fairly simple to come up with a solution. It was stated that there is not enough action/fighting due to dead spots in the map, and it turns into a walking simulator. Here is a possible solution for these issues:
On a map with 3 cap points, simply place those cap points very close to one another in a triangle formation so they’re all visible to each other. It would be very difficult to cap these points; however, you would be guaranteed action and it would eliminate the “walking simulator” issue. A very simple solution for a problem that’s been going on for quite some time.
It doesn’t mean that all conquest maps need to be designed this way. Keep the ones that we currently have, but add some new ones with this varied design.
Another solution—of course—is to allow all players to choose which maps & which game modes they want to play. Then the problem is completely solved.
Most people don’t like Conquest Mode because they can’t just “run & gun,” it actually requires thinking. Unfortunately, most players in this game refuse to actively use their engineers to build rally points & ammunition boxes—which you need if you expect to win the game. FYI, killing enemy soldiers and an impressive K/D simply isn’t as important as engineering is in this game—but most players simply won’t adhere to this logic.
In addition, conquest mode requires you to think on your feet: Do you cap or defend? Where? For how long? Where’s the best place for your spawn point? Your APC? If you’re playing with others, should you attack the same point or split up? This is what makes conquest more interesting than the other game modes where you’re always running in a straight line. But, if running and gunning is the only thing you know how to do, then I understand why some prefer those game modes.