Incursion needs serious attention to become a viable Faction Play game mode. We need some creative solutions so teams can slow down base rushing.
Conquest is pretty good as is, but I agree it needs a larger point requirement because matches are too short for a 25 minute game.
Domination is fine on some maps and stupid on others. Some maps like Polar Highlands they really need to bring the respawn points closer to the circle. Too many games can just end after the first wave because it takes too long to run back and stop the countdown. Domination needs a larger revamp to flesh it out, but that's not a faction-play specific reason.
Assault is a boring skirmish-lite game mode. Incursion was supposed to replace it, so it really should just be removed from the queue.
Siege: is ok. There are individual map imbalance problems though that really ought to be addressed. Sulfurous Rift generators need to be more defensible. Boreal Vault needs easier door destruction and a less harrowing entrance into the base. Grim Portico needs to be less of a turkey shoot at the gate.
My ideal feature for Faction Play would be optional close respawns that teams can capture and choose to drop in. This way when a player dies they can get right back into the action. There are no more waves just continual fighting.
I think this more fluid and natural playstyle would have a huge impact on the enjoyment of Faction Play. The enormous walking distances between spawns does two things. It pointlessly drags out the match length, and creates lots of downtime to give players time to stew over the fact that they're losing by a 2:1 margin. Keep everything at GO-GO-GO mode and it feels much more like continuous assault. It's also much easier to keep pushing an entrenched line when reinforcements can come right back in just as quickly as the defenders can. It also wouldn't need to be quite as coordinated to win as Faction play currently is. Players can just play a little more naturally.
Edited by Jman5, 11 December 2017 - 09:04 AM.