I’m not saying the game modes need to be fundamentally changed, their mechanics need to be adjusted and expanded though.
I am aware that at their core the PvP game modes will always remain deathmatches with optional objectives, but that doesn’t mean those additional objectives have to remain as meaningless as they currently are.
In regular ground battles this isn’t as much of an issue, as the control points sufficiently drain tickets. However in the base capture/defense mode (the one with the two control points and the 60 kill limit) the bases don’t feel like they matter nearly enough.
Enemy decapped your point? Who cares, not having control over it just means you can’t restock, but a lot of vehicles don’t need to get to the point to restock anyways, thanks to the way they made ammo boxes work. Unless an enemy is getting close to capturing it (which usually only happens when the defending team is down to a handful of players anyways) you don’t have to worry about it at all. Capping and recapping the point takes too long and the reward for recapping is so miniscule that nobody goes out of their way to do so unless they are in dire need of a restock.
Now, if losing control of the base meant that each kill scored by the enemy rewarded twice as many points or if the mode still used tickets like it used to and the usual point advantage ticket drain mechanic applied the bases would actually matter.
If that was too extreme, at least increase the rewards for capping and recapping and reduce the time it takes to do so a bit. Maybe change the reward distribution to a constant stream of RP/SL while capping instead of only rewarding points for full captures.
For air battles this is a much bigger issue though. The only incentive for destroying AI targets and bases are the RP/SL rewards. Base destruction causes next to no ticket drain and a lot of the times where only a couple of players are left you either cannot destroy enough AI targets to sufficiently drain tickets or there flat out aren’t enough targets to begin with because targets destroyed by other AI don’t cause ticket drain anymore. The larger EC maps are affected by this especially, as the AI ground targets tend to be way too aggressive for the little impact they have on the outcome of the match and the AI planes are just RP pinatas, as they can be completely ignored without any repercussions for letting the bombers get to their targets or for letting the surveillance planes do their laps.
In low tier this isn’t really an issue because a lot of the maps let you destroy the enemies airfield, but in high tier this mechanic isn’t present.
Maps that used to have actual objectives also don’t really work anymore, because even if the match drags on long enough for those objectives to come into play, their impact is basically non-existent.
As for naval, at least in high tier there is no real way to create meaningful objectives, as it really is just glorified realtime Version of the battleships boardgame.
Low tier naval is mostly fine, as the 3 and 1 control point maps work well enough.