Answer to both: mission design. It works fine in chivalry and other games. The attackers usually get a slight advantage to ensure progression. Usually it goes innstages.
So first you defend outskirts, then the suburbs then the inner city. Something like that.
The defenders are at a disadvatage so they should stick to defending. Have a 15 min timer per match if the attackers can’t achieve the objective in 15min then they get scored on how far they have gotten.
Make the goals for the attackers technically achievable in 5min, so they are somewhat easy to achieve in lets say 10mins.
If they would use the available game modes as it should be ( rush, small maps for arcade and large maps with proper hiding spots for tank destroyers on real plus the real weather in simulation ) we would not need new game modes.
should implement the modes they had in call of duty e.g head quarters capture the zone after a few minutes in disappears and reappears somewhere else. Another be similar to the naval conquest mode the more of your team in the capture zone the other team lose points so they have to kill your side to turn the point drain in their favour and then repeat again.
Yes! Another game mode would be nice! The ones so far are pretty unanimous. A booking point or points appearing in a random location would also make it exciting. And RUSH mode would have an extremely good effect. Or multiple reservation points on very large maps. Or dots that are only in one place for 3-4 minutes and then appear elsewhere. The spawn point can also change along the edges of the maps, avoiding the spawn point closing. Any chance of them being like this? Because the previous ones are very monotonous…