I propose a gametype called Counter-Attack. The defending team will spawn maybe 30 seconds to 1-2 minutes before the counter-attacking team. During this short time they can organize a quick defense of the area, engineers can set up mines/barbed wire/sandbags and mgs can get positioned. And then the attacking team spawns and the game continues until the attack is repulsed or the attacking team takes the obj. Teams can swap defending and attacking during the course of the match.
Always interesting.
You could even consider coding a setup menu, in the beginning keep it very basic.
For instance: you choose where to let an object spawn in one of 10 predefined spawnlocations.
The attacking team never knows where that AT canon/ fireteam is until it's too late.
We from Panzercrysis have some other ideas too.
The most interesting one is that we use a large map which basicly contains several mission areas.
After a certain time the mission objectives change into a "random" new mission.
This kind of gameplay keeps players glued on the server and is very dynamic.
It's not a new idea, but a proven concept.
Another idea concerns camouflage.
Because this engine uses physics we will be testing with camouflage which has to be put around the object by the players themselves. So basicly you have to shoot some branches from a tree, pick them up and use them as concealement for your tank / at-canon / mg nest.
A setup menu is another way of doing this although I think even after they have been placed the infantry on the ground should have to construct or place the objects at those positions. That way they have something to do and it means that the team will mount a successful defence if they work together during the preparation time and not if they only have a good commander.
I like the sound what you have planned for PanzerCrysis - I'm really looking forward to you releasing it.
Why not have the defending team start near the attacker's objective, while the attacking team spawns a decent walk away to give them time to prepare. There should be a forward spawn point that the attacking team will easily capture, in order to limit this effect to the first part of the round. no?
Also, it would add fluidity to the start of the game; attackers would have time to split up into groups / make plans etc. So long as they didn't have to do it more than once.