They don’t.
Due to the spawntime system in use, a certain stage can be entirely dictated by it. As seen in just about every high level match in ET and RtCW. Spawntimes hugely influence the push times of the attack and defensive. I don’t see it being anything else in this game either. Surely a team can adapt, but some spawns will favour stage A over stage B due to the variation in travel time it takes, or merely even something as simple as the map layout.
In terms of ET, having a favourable spawntime for the first stage supply (axis) can cause flag holds up to 5-6 minutes, or vice versa even flag losses on the 2nd or 3rd rush. Where as that same spawntime could be just perfect to defend the CP or last stage with. That being said, if I get fullheld on the supply flag and win merely by lucking out on the spawntime of their defense and get an early flag grab… I wont feel satisfied at all, I accomplished nothing, I got lucky. A random number determined my win, not my skill or my teams, just the fact that I had a better offset in spawn times. Vice versa I’d be pretty annoyed as the defending team too, they lost a single stage, which was not the primary objective and automatically lose without even being given a shot to defend the remaining stages?
You’ve got the same approach on “doc run” maps, ie ice, frostbite, adlernest, whichever. With a single objective to them. They rarely end in draws, because they’re simply designed to be hard to defend and can be broken by raw bruteforce.
Don’t let a random number, which is out of the player’s or team’s control determine the outcome of the ENTIRE map.
Edit as said in my main post, I’m all for using this approach on a public level. It makes sense, somewhat. But I’d really hate to see this being implemented into the final competitive live version.