Dynamic map design for balanceing a match in progress

I am awear this might be a big ask for the devs to implement and hard to do properly and possibly impossible but it might be very promising if they could get it to work.
My idea is that once the first objective is taken the next objective would be chosen based on how which side needs more help to even out the match.
This could be in achieved in multiple ways.

  1. Every objective has a harder to take and an easier to take objective that are chosen based on previous performance of the attacker. One objective offers more cover and terrain favoring the defender and the othere gives less favorable terain to the defender for when the attacker need some help.

  2. Based on previous performance some cover is added or removed something minor like rubble, a crater, a destroyed tank or some major change like new ways opened up for new flanking opportunities and easier access to the cap. Here something like a blown up wall could give attacker an easier time when assaulting the objective.

The main problem that I see with 1. is that each map needs to be crafted with this in mind and only really could be applied for entirely new maps as the existing ones just werent created with the need for this many diffrent possible objectives and each map would need to be really large to work.

But the problem with 2. is that while it could be retrofitted it would require changing the battlefield that possibly is already in use and there might be no way to implement in a immersive way as tanks or terrain would just pop up out of nowhere or your current cover just disappear all of a sudden.

But if implemented if would enhance the replayability of every single map as there would be always a diffrent set of rules dictating the engagement at each objective. In addition you would have anothere set of tool to balance out smaller imbalances in the matchmaking as the match goes on.

i understand your intentions, however i think that 1. is a bit too complex and would require too many map changes, 2. i’d rather players’ actions to result in this way, which would then require better destruction physics in the game, which may come one day.

as for today i would say your suggestion is not worth it and players would be better of doing the best they can instead of doing some artificial magic stuff