Some games simply make the arms holding the gun move up and down, which gives very weird results if you’re trying to look around the corner. I’m still trying to figure out how a FOV headbob would work, instead of up and down, does the camera move back and forth instead?
And I also just realised that the multi/singleplayer nature of Brink will probably automatically solve what I think is the biggest issue in the ET series. In both QW as in W:ET, people preferred to play on offence. As you said, people want to be the hero and a mission based multiplayer game still gives people the chance to be the hero. Getting all the objectives done as fast as possible becomes a sport for the experienced player.
However, when people chose a side before they chose a map, they won’t have a choice in defending or attacking and will have to put up with whichever role they’re set up with. This means that all the experienced players can’t all flock together as attackers and ‘show those noobs how it’s done’.
I really think it’s awesome, as this also means that people who do care about playing longer matches, like me, aren’t always feeling obliged to pick the defender class. Perfect.
This only leaves us with steamrolls within match. QW already adjusted respawn timers according to how well teams were doing to give some feedback to the balance of a match. I think this can be extended further. The game can also recognise when objectives are completed ‘too fast’ and delay the time between the next objective accordingly. Also the other way around, if one team takes too long to complete an objective, the next objective can appear faster whenever they do manage to complete the one they were stuck on.