I should say upfront that I think this is a dynamic game with tons of potential.

That said, the other day a few buddies and I were discussing game modes, Dominion in particular. One mentioned that Dominion was regarded by Ubisoft as "not being played properly." I don't know if this is true, but if so, then I thought I'd pass on my thoughts.

First, and probably the easiest critique, is to ask why in the hell the enemy is able to get into your spawn? That should've been a no-brainer.

The critique itself was supposedly because groups of players would group up and go on a rampage and would apparently leave the objectives alone to instead kill individual players. I did happen to experience a few teams that did this (and they also tended to invade the spawn). To me, this doesn't seem that absurd of a tactic—in general. However, I don't think there will be a way to keep that kind of gametype viable, or have anyone "play it how it's meant to be played" unless you add some compelling significance to actually HOLDING the territories, aside from getting a simple 100 points.

To be honest, I don't actually even feel that the Dominion gametype is all that interesting. It just seems too arcade-y for something this deep. And the whole "attackers vs. defenders" thing doesn't even make sense. There's literally no difference in the sides. This would be the perfect atmosphere for something like Battlefield's Rush gametype, where there are one or two fronts, and the attackers' presence in those positions helps move the troops forward. It just loses the "defense" motif entirely to have both teams capturing a point right at the start. As it stands, it's just a glorified and annoying version of Deathmatch.

Seems to me that this same principle is relatively true for 2v2 and 4v4 deathmatch games as well. It's not uncommon to have a player break off to go 2v1 your teammate quickly, which, as with above, doesn't seem to be what was intended. Again, I don't see this as an unusual tactic, but if you're wanting a specific dynamic, namely one that promotes a classical sense of honor, then there's going to need to be some reason to BE honorable in combat. Otherwise, as the saying goes, "all's fair."

A variation of Dominion that I think would be interesting (and yes, it's similar to Rush) is to have three tiers of territories. In the first two tiers, there are two territories to hold, and in the third there are three. To move up, the attackers need to continuously hold one or both territories for a given amount of time, or until they've acquired enough "points," then it shifts up a tier. By the third, having three territories creates an interesting strategic dynamic. This way, if a group of four wanted to troll and run to each to kill the player(s) there, it leaves the other territories exposed.