TL;DR Version_> The win condition in either game is an illusion, Planetside 2's win conditions from holding Tech/Amp/Bio Bases and Continent-Locking need to be made to feel more meaningful to the winning faction.
BF3's pacing is a result of map design entering into the realm of vehicle balance, where in 1942 and BF2, were more open to the terror of vehicles. Ticket limiting put a distinct win condition per map. Planetside 2's map size causes ambushes to appear more often. Player count causes a lot of stalemates and prolonged battles that will endure for as long as the attackers or defenders maintain interest.
BF3 has bad leadership/teamwork functionality. PS2 provides a lot of it, but is still unintuitive to use and most of it is behind an unlock hurdle.
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BF3 fell short for me because of how they shed off a lot of the systems from BF2 and 2142, namely the commander system, and the how map design evolved following games like Battlefield Heroes and Bad Company, where vehicles were made to always move into claustrophobic areas, hilly areas around control points that were so advantageous to infantry that the only vehicle that could advance on them had better be in the sky or be relegated to long distance support.
Also... BF2: Spec Forces had some of the greatest ideas and it was sad not to see them return in BF3. Grappling hooks man. Map access and verticality. Amazing.
BF3 dropped in-squad chat and loads of squad functionality. This was the absolute biggest bummer for me. Back in BF2....Even in public games with complete strangers, I would scour the scoreboards for people to invite to my squad and play with, kick people out who wanted to go snipe somewhere on Wookie Mountain, and have people who were actually interested in playing together and having a good time. Even in defeat, a well fought battle would be a rewarding experience.
It could've benefited enormously from dynamic waypointing in the 3D HUD/3D Spotting System because quite frankly, the Q-Spotting system doesn't provide a simple way to tell your squadmates *persistently* that there's an enemy bad-man over there behind the cover because 1) Q-spotting has ADHD and fades out almost immediately. Bad Company solved it with their recon 007 spotting grenade. For me, as a player in BF2 and 2142, I would as a leader place an ATTACK HERE waypoint by staring at the location in the world, bringing up the communication rose, and selecting attack. POW. A permanent waypoint appears for my squad. Even if I don't speak, the Sword and Smoke and Waypoint might appear on their field of vision and catch their attention. If I keep doing it, it becomes a habit that makes them trust me and maybe a skill they'll take away later to enhance everyone's fun.
2142 made a mistake by only making the SquadLead's wp's reward points if they were control-point sensitive, which is miserable when it's more intelligent to use it for a variety of reasons instead of blindly charge the flag.
Does a game need a win condition?
Philosophically speaking: No. Looking at Battlefield and thinking about it, the conditions for a victory are much smaller.
However, the map resets and a new battle for the same territory is fought over and over again. Why is it upsetting to have that reality plainly shown to the player in Planetside 2, that the territories they're fighting over will not have ultimately been won?
The conditions for victory in Planetside 2 are very lackluster, with the majority of longer-time players saying that the continent ownership bonuses provided don't impact their game almost ever. The exception would be Indar's infantry bonus, and the hard-to-notice impact that holding your own bio/amp stations has on the course of battles (it typically doesn't impact it given that vehicles aren't affected by the loss of either). Even losing a Tech plant isn't a huge deal on most maps, nor is holding it.
So as the game continues to be developed, hopefully they'll have a wider array of bonuses to provide so that bases aren't seen as simple Cert Farms, and as tactically important, emotionally important.
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