The appeal of stopwatch, for many, is that it copes with the asymmetrical nature of objective modes well. There’s no attacker or defender advantage if teams swap between the rounds.
The weakness of stopwatch is the risk/reward nature that comes when competing for time. Objective mode gives a generous time for the attackers to complete the objective. This means that it’s more important for the attackers to mount and a stable and gradual offence rather than cutting corners and doing lemming tries in order to get a faster time.
A SW game has less tactical depth in each round due to time pressure. It also partially explains why side objectives weren’t really seen as a big necessity in old maps. Teams simply didn’t have enough time to afford it on side objectives.
So here’s a new idea:
Make teams compete for a team-score.
- Just like in SW you play two rounds where teams swap sides.
- The second round however isn’t going to be constrained by the first one.
- Both attackers get the same deadline (of say, 20 minutes).
- The team that has scored the highest amount of xp at the end of the match wins.
- The difference in completion time becomes a bonus xp-modifier to keep pressure on the attackers.
- The modifier is applied to the (substantial) flat reward of winning a round.
What this does:
- It keeps the level playing field of Stopwatch
- It has the tactical flexibility of Objective mode
- It puts a bigger emphasis on scoring xp
All in all a mode like this allows for DB to be a more diverse game. The main condition for this is that XP acquisition has to be incredibly balanced and acquired. Each merc should be able to score the same amount of xp each match on average. The xp-difference between attackers and defenders still can’t be too large in order to compensate for the team that gets the first favoured side.
But yeah. It requires a larger responsibility on the development side but the dividend is that you get a game that is more inclusive for different games, a game that feels more rewarding for different roles while still favouring the teams that know how to defend for as long as possible or complete as fast as possible.

