Wierdo said:
you should've known this far from waiting on bannerlords - Taleworlds doesn't care about the Multiplayer community. sad but a fact
Well that certainly isn't true, but people make mistakes. TaleWorlds has made mistakes before, and they've also corrected many of them. They may yet fix this one, because it certainly is a mistake.
Warband has a conquest mode with multiple cap points, but I haven't seen it played since beta. It was quickly ignored in favor of plain ol' Battle. F&D was another multiple objective-based game mode, but it didn't survive very long either. The thing about Battle--in my mind--is that the only way to win is to face your opponent directly. Whether you do that before or after the flag spawns is up to you (or the server settings, as competitive Warband has been moving up the flag spawn to very early in the round) but either way the outcome is almost always decided by who fights better.
Other game modes, in contrast, quickly fostered gimmicky tricks or indirect, low-risk approaches. In CTF, a single guy can ride up to the enemy's flag on a horse, dismount and re-mount his horse on top of the flag, and ride off back to his flag for a quick capture. In conquest, teams can avoid direct confrontation by rotating between cap zones and back-capping with a couple of players while the rest of the team skirmishes with the enemy. F&D was the worst for a while, where cav would just couch their lances and annihilate the objectives in one or two quick passes. This behavior was addressed, but the dominant strategy in F&D still ended up being hit & run with cavalry.
My point here is that all of the other game modes have objectives that don't entirely depend on you fighting your opponents, but fighting is what M&B is best at. Battle is the mode that says "fight or lose," and I can tell you now the most complex & interesting interactions you ever saw in Warband were players fighting each other. It's more structured than TDM, always forces confrontation, and rewards skillful play.
The proof is in the pudding, really. We've been tinkering with Battle for years because at its core it's an excellent game mode. Every change made to it has had the effect of paring it down to its essence, which is the fight. What we want most of all is that.