You’re right in that stopwatch limits SD from doing what they’re good at. Which is objective games set in highly modular maps that can be played out in many different ways depending on creative tactics.
Stopwatch doesn’t favour that. It makes the set times too diverse to be meaningful. Stopwatch instead favours streamlined corridor-like maps that reward efficient fast paced combat. That’s not bad in and of itself, CS:GO and the original Wolfenstein are great for that. Its just not what SD built their legacy on and right now they’re mutilating it by trying to conform to this mode.
So I think you’re the one who has it backwards. Stopwatch games shouldn’t be the greatest value in this game. I grant you that it’s the only way to play competitively but if the opportunity arises to bend the game mode to something that fits the style of ET maps better then I say we should take it.
And this is but one of the solutions. There may be other ways to stop this setting from being so rigid. We just haven’t found any. If we do then they bear equal consideration.
I’m not saying one favours the other. I’m saying that watcheability is currently a problem while gameplay is not. These are not mutually exclusive. I think that a last stand option is both superior in gameplay as it is in watcheability. But even in the case that we have two equal options gameplay wise then I still believe it’s natural to go with the more entertaining one for the audience.
Bottom line is SW (and to a certain extent spawn waves) is not suited to long linear serially objective maps
That’s exactly my concern. Right now we’re seeing SD leaning towards short maps that unfold gradually. I assume that is to cater to SW hard-timer. It’s limiting the way SD goes around making maps from the very outset. I see that as a serious threat to further map development.
A soft limit gives much more freedom. That’s because a double full hold isn’t on the table any more. Completion lengths can be more varied because of the removal of that hard limit in favour of a soft one.