Mix CTF and CnH and DnD.
I presented this eons ago when these same talks were going on about T2. Here is the basic idea.
CTF is an old favorite for us all. There is a fixed objective that is the center of your team's plan. There is a major "oh shit" factor in it, adding to the drama.
CnH is by far the most realistic method of combat for online gaming. DoD, BF1942, both tons of fun and focused strictly on CnH. Territorial advanatages are huge.
DnD is, well, DnD. Way too much fun blowing shit up
CTF has an element of DnD in it, so thats somewhat covered. Finding a way to expand on the possiblities of DnD would be great.
So what if...
Main flag base with 3 or 4 forward "capturable" bases. Capping the base gives you control of its resources, as well as an additional spawn area. Forward spawns can be a major tactical advantage and they are used in many online games as it stands now. It also allows you to have more area on the map that is usable which, in turn, allows for larger maps without that "omg i am going to die of boredom" feeling many got with T2 base game play. You create dynamic front of combat and you also prevent the probablility of a rollover on a map where you're pinned back at your base. If you can slip a play out to a mid-field spawn area, you can fight your way out of the hole you're in.
The basic principle is that you create one map out of 2 or 3 smaller maps, allowing the area of combat to ebb and flow.
My reasoning behind this is simple really. Games are getting bigger, not smaller. What used to be a 4v4 quake CTF game has climbed to 6,7, or 8 men a side now. Tribes was 10, and I can live with 10 on a team, as most of us can. That being said, there are only so many times one can play DX, SH, and SB variations without wanting to gouge your eyes out. We all loved those maps, but over the long haul things need to be freshened up. Not tot he extent that we saw in T2, but it would rock to get some more depth of play going on. finding a way to make maps somewhat larger than T1 yet still keep the action focused enough to keep the correct level of chaos would break some serious ground.
Look at BF1942. Guadalcanal is far to large for realistic match play at 12v12. But having the ability to cap the middle spawn areas to advance your attack the map plays much smaller and somewhat playable. If you had a map that size in T:V with the same spawn advantages as you do in BF you would get a large map that plays very small and you would have constant combat dispite its size.
I dunno. Just me rambling on