They work because they are simple duel of skills in inflicting pressure, spikes and using heals and crowd control.
Their flaw is that the "scenery" they are in has no purpose other than window dressing. It is very unlikely to find anyone actually trying to maneuver through the asteroids to avoid damage or surprise an enemy.
Perhaps some of the scenery, like asteroids could provide a sort of MES/Cloak effect, so that they could work as ambushpoints.. The shipyards in Cracked could give a closerange healing effect to any ship in range (or the closest perhaps)
Another flaw of the Arena might be that it can lead to very harsh final results. The moment the teams get unbalanced and a single ship is lost, you become very likely to lose more ships. I could see potential for a variant Arena where the map simply resets once a ship is destroyed, spawning both groups at a respective starting point. (SUch a match might do with less kills.)
Capture & Hold
The good aspect of CnH is that people have a reason to use the "scenery". Overall, the mission objectives leads to very dynamic combat encounters.
The flaw is that the dynamic encounters primarily seem to exist because some people ignore the actual objective and don't try to capture anything, while the rest engages in PvP activities.
As a technical flaw I see that the state of the flags is not easy to read, as there is no progress indicator.
Overall I think Capture & Hold is highly flawed and needs a serious rework.
1) Capturing should provide some perk. For example, spawning a small mine field or turret field, and offering some kind of local or map-wide buff. (Local could be some healing effect, map-wide could be a damage or resistance buff, or a considerable stealth sight buff, dependent on the location)
Hmm. Something like this?
1: Sensor Array - Gives a wide anticloak effect
2: Station - Gives a wide FOW lift around the Station. (so you could see all ships present from anywhere on the map)
3: Shipyards - Gives a wide healing buff (eg: 10% bonus to all heals)
2) Holding should require presence at the capture point. Your capture point might give you map-wide boons when you're not there, but you should only tick the enemy counter down if you stay there. This requires actually defending held points, and requires holding more points than the enemy.
(The resulting mode might be more of a "Capture & Defend" mode)
We all know what is wrong with it. In short, we need a different map with the goal of Open PvP.
Less (Borg) NPCs, better chances for both factions to complete the objective.
New Map Ideas
I would like to see some "assymmetric" maps, where each side has different (and opposing) objectives.
Starbase Assault: One side defends an armed starbase from the other side. The attackers have to disable the station's defenses and beam troops on the starbase. The defenders have to defeat the attackers.
Convoy Escort: This is basically in the works with the Open PvP raids already.
Capture the Flag: Some kind of object must be transported to a target location. It might require tractoring or beaming aboard.
Start with an Arena, but add reasons to fly to the "locations of interest". For example, require kills to be made in certain areas of the map to be counted. Provide benefit for a player that flees into certain areas (increased healing, temporary non-nerfed enhanced battle cloak effects). Maybe random mini-objectives, like "destroy NPC ship", "scan object", "reach location" that each team must complete or lose points.
Perhaps a set of objectives, where you start with xxx point, then it counts down until youve completed the objective, then awards the score as point.. 5 second break then next objective.
Destroy 20 Enemy ships - Counter 9000 points and drops 10 per second
Both teams must kill the enemy command ship - Counter starts at 9000 points and drops 10 per second
Capture a strategic point - Counter starts at 9000 points and drops 10 per second
Between the two teams there would be some kind of barrier, mines, turrets, nebulae
Map would roughly look like this:
Team 2 : Objective 1 ------------------ Team 1 Spawn ---------------- Team 2 : Objective 2
For the most part I'm just going to parrot Mustrum. The gamestyle itself is fine, but the environments are really lacking. Cracked planet has the best potential with its gas clouds, but they are far too spartan and too near the fringes to be of any use. The asteroids occasionally come in to use, I do use the environment if the opportunity arises, but battle tends to occur above the environmental obstructions/traps. We need many more traps/hazards/cover sites in more opportune areas.
I think an arena map in the badlands would be a great zone for environments. Make the plasma storms do damage in the range of a decent EWP with a snare like GW1, and make them common enough to be strategically useful.
Simply, more diverse maps are needed.
More maps needed, for a start, just 1? Seriously? Bah!
More obvious indicators of capturing progress desperately wanted.
I'd rather not have more deployable objects. Perhaps some kind of virus upload to take over the sites defences and have them fire directly from said base at targets of opportunity.
Bases should require an active presence of a certain minimum number of players in order to be captured. Increase the capture range slightly too perhaps so you have a little more freedom to move and still defend the site.
Bases should grant a passive buff to all players on that side while captured, varying depending on what function the base has. One may enhance sensors and targeting for the team, one may grant a defence and repair boost, another an offence and debuffs the enemy somehow, things like that.
There is talk of them bringing on king of the hill. There are surely many more they can bring in that have been discussed among the community before.
Assasin, re-vamped assault, capture the flag, to name but a few.