I’m fine with objective gameplay but what about having a few neutral maps where both teams have to manage attacking and defending? Command Posts are already key areas of conflict but imagine having to fight over neutral supplies with shortcuts being constructed/hacked/repaired/destroyed during the battle.
The objectives for each team could be dynamic and they would earn points for completing or denying the active objective. Some objectives would be linear in nature so before you can get to the next one you need to complete the first while others would be the same for both teams, similar to tug of war. Some objectives would place one team on offense and the other on defense but there would be an active timer in which the objective must be completed or else the defensive team gains the objective points. In this manner the team that wins the neutral objective is then placed in an offensive role for the next and must complete it or risk providing the other team with points. After the completion/failure of that objective another neutral task is assigned and the process continues until the timer expires.
At the end of the match the team with the most objective points earned is declared the victor. These objective points would be separate from individual experience points of course. Partial credit is awarded for completing neutral objectives even if the opposing team completes it.
Imagine fighting on a derelict ocean liner trying to scavenge supplies for your faction. Each map would cover a portion of the vessel so you are trying to gather more resources than the opposing team including all types of consumables and technology. I think this concept would allow Brink to keep its objective gameplay but still become more competitive in nature than simply having to play in Stopwatch mode. If possible the neutral objectives would be provided in a random order so that no team could prepare with 100% certainty for the following objective unless they first completed the neutral one.
Thoughts?

