Suggestion from Brother Mentos#0810 (260152792746819587)
So I came up with this idea for a competitive mode earlier. I see, after looking through the log of previous suggestions, that I'm far from the first. But I think my take has enough differences compared to others that I'm fine posting this one.
Imagine, if you will, 2 teams of 4, being dropped into opposite ends of a complex. The whole thing is set up so that if you cut the stage in half and rotated it 180 degrees, it would be the same thing, so both teams are dealing with the same threats, the same objectives, and the same resources.
A team must complete their objectives (of which there would be a few so as to determine a winner if neither team escapes) then make their way to where the other team ENTERED to evac. You can't hurt your opponents directly and automated defenses would not target them, but C-Foam would still be effective for slowing, and leading awoken enemies to the other team is also always an option, so long as you can handle the chaos as well.
The reason I believe having teams evac at their opponents entrance is the best course of action? Simply enough, it adds another layer of strategic thinking to the game: how many enemies does your team kill to make exploration and resource-gathering easier on yourselves, knowing it will make escape easier on your opponents should they manage to get this far? How much of a risk does your team take in avoiding enemies, knowing that any wrong move could give your opponents an easy win?
Alternatively, to perhaps help reduce strain on servers and the like, make 2 teams of 2 compete in a race of sorts. With smaller maps and no collection objectives, you have two potential goals: evac at your opponent's entrance before they do the same, or survive longer than them in the case neither team succeeds in the former goal. Other rules would apply as usual: no harming opponents, and automated defenses don't target them.