[QUOTE=tokamak;444176]Just because at one point during the game most part of a map isn’t being used doesn’t mean they won’t ever be fought over. Shrinking map differences lowers the diversity of possible shoot-out scenarios.
Having a match slowly develop throughout a map is what makes the game interesting and it makes every session feels unique.
That’s why the purpose of sprint, to minimise the time spent in the areas that do happen to be empty is completely sufficient. It mitigates the weak point of having large maps while it keeps the strength of large maps intact.[/QUOTE]
So then your saying sprint is there to get through those dead areas when there’s no fighting. So my question is why not just have the captureable forward spawn to counter the need to sprint through those dead spaces by splitting them in two and still allowing players to retake that part of the map? Since people dislike it when someone runs away from them when they are shooting and they don’t want to over-complicate movement dodging for newbies (like switching from sprint to walk to create erratic movement and jumping in between), we could just get rid of sprint since it’s just there to solve a problem that forward spawns does better. Also we could make jumping an environmental only interaction (see CoD). That would cater to the feedback against sprint shooting pretty effectively.