they definitely are not
that is why some testing would be needed to figure out the sweet spot of map size
there is a slight mechanism which is what determines the result of the match, and that is the constant fight over territories
this isn’t a survival mode, at all
the core idea is to be the dominant territory holding team at the end
paratroopers aren’t the only way to get behind enemy lines, flanking moves also do the job, and whilst the discussion of supply lines is interesting and all, it’s largely irrelevant for this mode discussion because there won’t be any such things in it, it’s just a map and a battle over a small territory reflecting a small battlezone, so there is no need to worry about anything like supply lines
If you read what I said about the church conquest map as a potential candidate for this mode, you would know that it won’t take long to find an enemy. So you are completely wrong about your assumptions of this
We would have to select decent zones for this mode, obviously
but if you want to pick out the worst ones, yes there could be some very bad candidates
I’m thinking the focus would be to find the good ones, not the crap ones
Not all urban environments are like that, some are well laid out and would work with this
it all depends on the area and what it has available to players to use as potential defensive zones and zones of control
we cannot forget that once players get out there, they will be setting up their rally points too, and that will change the dynamics
it would need testing before you begin jumping to failed conclusions