There is a genuine reason I believe the QP meta would be influenced by a random map selection with random quadrants of the map being playable.
Generally speaking the same maps are picked time and again because those same maps are the most favorable to our current PPFLD meta. These high selection maps are generally-
A: Favorable in sightlines, provide ample visibility.
B: Generally are the "cooler" maps in temperature ranges compared to lower picks.
C: Have an easy to navigate layout, generally allowing players to focus on lining up shots vs. finding the optimal vantage.
D: Nearly all high pick maps have an area mainly designed to be one big arena. There are few/none that are designed in such a way as to mitigate the "Gather here and we form a firing line here" mentality.
A proposed solution could be that the best course of action would be to-
A: Randomize map selection
--This has the effect of nullifying player favoritism of cooler maps, which in turn may affect the current PPFLD meta by changing the way we approach our battles. Knowing that nine out of ten times my map selection will only rotate to "acceptable" maps that favor the current meta means that most players will build to match that.
B: Make use of the ample map sizes by designing new boundaries to quadrant off the maps, then randomize which one is used when that map is selected.
-- Sectioning the map into playable quadrants means that often overlooked, rarely used sections of maps will find themselves being used far more often. If we did a heatmap analysis of all maps currently in use, I guarantee that there are *very* few sections of these maps actually in major use.
-- Sectioning the map into quadrants adds even more of an unpredictable nature to what we will expect in a fight. Due to the fact we currently favor the "arena" areas of most maps, our current meta reflects exactly that. If players do not know the layout by heart with every drop, players will (assumingly) shift to manage this by changing both tactics and loadouts.
C: Show the map selection, and what area of the map the players would battle in and then allow players to vote on map mode.
--This directly allows the players to govern when and where the action will take place. Are the players attempting to hold a point? (KOTH). Are the players guiding a VIP?
This allows players to choose a game mode most favorable to their build, playstyle, and desires.
D: Increase the weighted value for accomplishing the objective during non-deathmatch game modes, so as to incentivize play.
--Self explanatory. If you are tired of everything boiling down to DM, then incentive is needed. Carrots usually work better than sticks.
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There, now the idea is a bit more fleshed out. Any thoughts?