I think bracing the gate with wood and or the ability to repair the gate should return.
I genuinely forgot that bracing gates with wood was a thing until I remembered how much wood we piled up behind the Minas Morgul gate on V1. Glorious times those were. (We also often lost the flag because we didn't actually know where it was and let attackers would sneak cap it, but that's not the point here. xD)
The reason why I'm making this a suggestion is that I feel like when these mechanics got removed, it became detrimental, in most cases, for the attacking team to assault the walls. Assaulting walls is just not worth it anymore on any map other than Helm's Deep where there is no gate in the Deeping wall.
I think that on siege maps the need to assault walls should return. This would allow for more numerous attacker teams compared to the defenders, as the defenders could leverage the fortifications to make up the difference, and would make sieges feel more like sieges again.
To make these changes work well, breaking a gate should no longer be treated as the main in between flag objective - the spawns should not move when a gate is broken. This would make bypassing the gate (for example with a good constructor) just as valid as breaking it. And I think having more valid options would be more fun.
Another mechanic that could supplement this change would be an ability for the attackers to keep the gate open for longer when they manage to sneak in and open it. Maybe the attacking constructor would be able to break the closing mechanism by destroying the lever or something. The defender team would then have the ability to repair it, but it would be yet another option, and it would avoid the awkward dance where the strategy for the defenders is actually to keep the gate open most of the time, and the attacking team is desperately trying to close it to be able to destroy it and move on.
I genuinely forgot that bracing gates with wood was a thing until I remembered how much wood we piled up behind the Minas Morgul gate on V1. Glorious times those were. (We also often lost the flag because we didn't actually know where it was and let attackers would sneak cap it, but that's not the point here. xD)
The reason why I'm making this a suggestion is that I feel like when these mechanics got removed, it became detrimental, in most cases, for the attacking team to assault the walls. Assaulting walls is just not worth it anymore on any map other than Helm's Deep where there is no gate in the Deeping wall.
I think that on siege maps the need to assault walls should return. This would allow for more numerous attacker teams compared to the defenders, as the defenders could leverage the fortifications to make up the difference, and would make sieges feel more like sieges again.
To make these changes work well, breaking a gate should no longer be treated as the main in between flag objective - the spawns should not move when a gate is broken. This would make bypassing the gate (for example with a good constructor) just as valid as breaking it. And I think having more valid options would be more fun.
Another mechanic that could supplement this change would be an ability for the attackers to keep the gate open for longer when they manage to sneak in and open it. Maybe the attacking constructor would be able to break the closing mechanism by destroying the lever or something. The defender team would then have the ability to repair it, but it would be yet another option, and it would avoid the awkward dance where the strategy for the defenders is actually to keep the gate open most of the time, and the attacking team is desperately trying to close it to be able to destroy it and move on.