To ensure that maps are givin in a more predictible way, and increase the frequency of being able to drop on the map you need, they can stagger maps over the same timetable, and since there's a 50/50 chance to get the map, the schedule time is increased as well. Such as:
12:00 – River City, Tourmaline Desert
12:30 – Viridian Bog, Crimson Straight
13:00 – Forest Colony, HPG Manifold
13:30 – Mining Collective, Caustic Valley
14:00 – Frozen City, Canyon Network
(repeat)
14:30 – River City, Tourmaline Desert
15:00 – Viridian Bog, Crimson Straight
... etc.
With this time table, you could easily get your challenge done within a day or two. If someone didn't get the score the needed on the map, they aren't held back by RNG, and they can see ahead of time for when their next chance at the map will be.
If PGI is able to increase their client stability, they can then implement the disconnection disqualificaiton.
This could also be nice little sample to show people what it would like if people knew what map they are going to drop on, and how they used that information.
An alternative method is only switching a new map every 15 minutes (rather than 2 maps every 30 minutes)... That's average 2-3 chances to play that map, every 2 hours and 15 minutes.
12:00 - River City
12:15 - Forest Colony
12:30 - Caustic Valley
. . .
14:30 - River City
14:45 - Forest Colony
etc.
This single map mode might encourage meta builds that are specifically tailored to that map. Which is why the first idea could be a better alternative as you have a chance to play on very different maps.
Edited by MoonUnitBeta, 21 September 2015 - 02:28 PM.