Any other suggestions?
Two things:
1.
As others have said, variety is what will keep the gamemode fresh... mostly by preventing the feeling of "hurr hurr, it's this map just go camp the ____."
The most obvious route is semi-random flag spawns: Each map has a dozen or so locations and each round the flag randomly selects one location to spawn in.
This approach would be better implemented over time. Adding in 1 new location per map every now and again will keep the "new car smell" around a lot longer than an initial dump of 12 flag spots that will
all get stale eventually.
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Alternatively, full random flag spawns could be pretty cool... but also potentially broken and infuriating.
I have no idea how now MnB is put together (and hence if it is possible), but this would be awesome:
-At the start of the round, the game generates random X, Y coordinates on the map. (top down perspective)
-From these coordinates, it finds where the X, Y line intersects with the ground. Now we have X, Y, Z coordinates and a potential flag Locations.
-All we need is a couple of checks to safeguard against broken flagspawns:
-Is the Location inside the field of play? No? Restart the whole process.
-Is the Location inside of a prop? Yes? Restart the whole process.
It's probably impractical, and it's definitely volatile, but volatile is fun when it doesn't blow up in your face!
2. Killing an opponent on the flag lowers their flag a little bit.
While your physical presence on the flags will halt the enemy capture, killing an enemy in this zone will
also knock back their progress a little bit (something small, say 5-10% ... numbers will need to be tweaked)
This would only really be felt in the "I'm stopping the cap, get your asses over here guys!" type situation where one hero is outnumbered on flags and waiting for backup. Sure, he can just turtle... but if he snags a couple of kills, he can earn a few extra seconds for his teammates to show up after he dies.
There's now a bigger choice between passively halting the enemy capture, and aggressively setting them back.
I don't think we have to worry about this affecting "big" fights on the flags (1st round instaflags are going the way of the dodo anyway, yes?).
-Rewards aggression
-Makes kills on the flag
feel better ("Well, I bought you guys an extra 3 seconds. Good luck!")
-BIG PLAYS BIG PLAYS BIG PLAYS