People don’t favor smaller maps. It limits what folks can do, the big problem is Gaijin doesn’t listen to their community they listen to people who leave the game within a couple of minutes or hours. Rather than the actual community who often have to resort to other less ethical choices to get their way.
Now to say small maps are bad is just not true. But when you poorly design a map then it’s a massive issue. Since you put people into situations that the map was poorly built to handle and if the solution is to punish the community for a poorly built map, then you are just incentivizing a lot of negative press.
Now to finish what I started in the paragraph above. Small maps for either tight corners can work incredibly well, imagine a blossoming city, that is very tight, the map can be very small but it will rarely feel like that, it’s an illusion factor, you are also almost always on edge, unsure what’s lurking on the other side of the corner. Is it a foe or friend?
City maps were also incorporated, such as maps based on the entire peninsula of New York City, Manhattan, Queens, Brooklyn, Bronx, and Staten Island. This would give a lot of interesting play styles.
Farther regions of New York City are more open, less closed quarters. While farther you dive in, become more of a Suburban, fighting for dominance. The City remains isolated with only 2 bridges allowing access between it and the other 2 boroughs.
You could also base maps in modern-day Japan, or even Korea.
Just imagine 2 or 3 tank spawns on the North Korean and South Korean parts of the Peninsula fighting one another for dominance, is it realistic with WW2 or the Cold War and modern vehicles?
To an extent yes, I say cause it wasn’t. However, these battles have an impact on the player’s mindset, since they could one-up each other and last longer than potentially an hour. Of 2 sides trying to figure a way to one-up another.
Something War Thunder lacks, now if long-term time is too much and we would need to keep it within the current time set these maps would still work incredibly well with the new features planned to be added. Modern Cities->Entrench specific areas, forcing the enemy to flank, which could be created into a pincer-based attack. Where you have a middle->Diversion, and 2 flanking forces. Would still force one side to be on the defensive. Which would work fine with the 3, 2, or 1 cap-based system.
In conclusion, over all, small maps, medium or large maps are not the problem.
Its poor map designs.