So I was playing Fallen Fighters earlier today and as usual the AI hullgunners and marksmen where the only people actually getting kills while everyone else was either hiding somewhere or running into the capzone only to have their head popped. I got to thinking about why that map is so little fun and I've come to decide it's because the capzones force you to take an area of pretty much no strategic value.
Every other capzone (well, most of them) on every other map is a strong point of some kind, realistically without the capping mechanics you would try to take those areas anyway. For example on Pavlov's House all the capzones are buildings that hold some strategic value (possible exception being January square) and controlling them not only moves your spawns closer but provides a stronger position to fight from.
In Fallen Fighters, however, the park is of no real use. If the game didn't force you to take the park no one in their right mind would try to secure an area with mostly only waist high cover watched over by 3 story firing positions and tanks. The park should be something you simply pass through, not something to capture.
Basically what I want to suggest is this. Remove the capzones in the park and make the 2 remaining capzones a bit bigger (they should contain each HQ plus overlap with the nearest buildings and the park wall). The way the buildings are laid out attacking the bases directly or from the flanks are both valid, so most of the map will still be used but now you don't have to lay prone in a fountain for 2 hours to take one capzone.
There are probably a few other things you could do, like add more cover to the park. But I think this would be very easy to do and have a pretty drastic effect on gameplay.
Every other capzone (well, most of them) on every other map is a strong point of some kind, realistically without the capping mechanics you would try to take those areas anyway. For example on Pavlov's House all the capzones are buildings that hold some strategic value (possible exception being January square) and controlling them not only moves your spawns closer but provides a stronger position to fight from.
In Fallen Fighters, however, the park is of no real use. If the game didn't force you to take the park no one in their right mind would try to secure an area with mostly only waist high cover watched over by 3 story firing positions and tanks. The park should be something you simply pass through, not something to capture.
Basically what I want to suggest is this. Remove the capzones in the park and make the 2 remaining capzones a bit bigger (they should contain each HQ plus overlap with the nearest buildings and the park wall). The way the buildings are laid out attacking the bases directly or from the flanks are both valid, so most of the map will still be used but now you don't have to lay prone in a fountain for 2 hours to take one capzone.
There are probably a few other things you could do, like add more cover to the park. But I think this would be very easy to do and have a pretty drastic effect on gameplay.