Continuing the discussion from Deployables?:
Yeah there's definitely pros and cons.
I think I simply disagree about defense being boring -- maybe it's not your cup of tea (which is ok, you can play other roles), but I can definitely have fun on defense. I guess it's worth pointing out that the "traditional FPS player" isn't the only kind of player I'm making the game for. I do want to create something new for FPS vets -- something they haven't experienced before -- something to bring excitement back to the genre. At the same time, I think I can appeal to people who might otherwise be bored of FPS games. I'm not interested in making an incremental change to the existing FPS model just to appease FPS fans with an optimized version of what they already like -- I want to find a new kind of FPS and it will require a lot of experimentation. My job is to discover things that people didn't even know they wanted. I'm not there yet -- this will be an ongoing effort.
I'm also not anti-downtime -- I think it can be really important for pacing. Some people might like the constant high speed pacing of a game like quake 3, but I think most people need some small breaks during a match so they can gather themselves, think, and plan strategies. Especially when the matches last ~30 minutes, smart pacing can help make sure the game feels less repetitive. In terms of pacing, I'm looking to create peaks and valleys instead of a constant barrage. I think Counter-Strike, MOBAs, and RTS games do this well. It also helps for spectating because it gives casters time to explain things.
I considered a single objective in order to make it easier to spectate, but ended up deciding against it. While it's definitely easier to spectate, I don't think that necessarily means it's more interesting to spectate. With a single objective, I think the game becomes a lot more monotonous. You spawn, race toward the objective, die, and repeat until the match is over. I think that's less interesting to play and it's also less interesting to spectate. CTF can facilitate big plays and more interesting dynamics. The game changes depending on the status of the flags -- both flags at base, one team's flag is taken, both teams' flags are taken. This mixup is both exciting for players and spectators. Ease of spectating can be addressed with spectator tools, but exciting and dynamic play is core to the game.