I honestly don't care if Alpine stays or goes. I will offer one idea that needs to happen, because the map really is bad for the most part..
It simply needs multiple spawns.
I forget when, but sometime after the "lance separated spawns" that occurred by 1.5 years ago, it was claimed by PGI (for Alpine, but my memory sucks) that "we have the opportunity to change the spawns, to make the map play out differently and change the meta". I call BS on this, because they didn't really do that for Alpine (or really many other maps for that matter), outside of Conquest.
This was true for something like River City... to a degree, where spawns used to be the "upper base" vs "lower piers" (it didn't have a name, but I'll just nickname it that for now). The Citadel was a significant place and it still is in the newly revamped version, but it was used differently.
The thing was that ultimately the spawns are FIXED.. in that there's no variation.. .we can predict where everyone spawns from if you play it enough, so it never created any dynamic gameplay. It's all stupidly static. Take a look @ Conquest for the older Caustic and the new Caustic... the base caps are more or less the same as the original... zero variation on what ends in ultimately happening.
If the caps and spawns would be a bit more randomized (eg. not static or fixed) it would at least change some of the decision making that occurs. If a team spawned in a position closer to an uncapped spawn, they are probably going to take it over a different drop where the cap is much further than they'd like.
While it won't change the maps ultimately, it wouldn't be as predictable... you'd have somewhat of a reason to scout to see where players will congregate, instead of making a pretty easy predictable guess.
Alpine would be best served to be a testing ground for PGI as a multiple spawn map... having at least 4 spawn points for each side (ideally, it would be 6 or more), using multiple sections of the map.
While imperfect, this is an opportunity to actually code for ALL maps... because the variation is virtually non-existent. Having spawns that aren't in the same relative location (for both teams) is just dumb.
This is the kind of stuff that shouldn't be Lostech, but yet it is.
Even back in MW4, there were multiple spawn locations made available... and while in comp play you'd want some control over it (perhaps have some controls in private matches to facilitate this, perhaps in some sort of bidding process), a map plays a bit differently when you spawn in different sections.
TL;DR
Using Alpine as a testing ground for multiple spawn points/caps/drops is the best way of making use of Alpine, instead of what is currently constituted. This will allow for scouting (to a degree) and regrouping a lot more important as there is some randomness to it, but it's better than having all static cap points in Assault and Conquest (let alone spawn points in Skirmish) being totally predictable.
In other words... add actual features to improve maps (night and day for everything is lame) to make things more dynamic. There is a reason why everyone "loves" H9 on Alpine... it's because the static spawns force gameplay that plays more or less the same way. It should not be like that, ever.
Edited by Deathlike, 01 January 2016 - 10:32 PM.