I've brought this up before, but my issue with CTF has always been, as someone put it well earlier, a static gamemode. Because the both teams have two points of focus (the intel), the game becomes quite linear.
Each class is forced into a role that they cannot deviate from lest they compromise their level of success. Engineers have anywhere between 2-5 Sentry positions max (on most CTF maps), Snipers are given 1-3 (3 if the mapper was generous) efficient places to snipe, Spies are stuck in a Cat and Mouse match with Engineers...the list continues as such. Yes, it's possible to deviate from these roles, however they are known to be the most efficient so why would anybody?
I think mapsize also becomes an issue. We get spoiled with maps like Dustbowl, Gravelpit, Well, etc. that all provide large game spaces, both visually and from a gameplay perspective. CTF maps by default must be smaller, and route variability becomes limited.
LEAD FARMER put it best, it's a rinse and repeat gamemode. It's not like a CP or PL map where your goal is constantly changing. Once you Capture the Intel once, you have to go back and fight through the EXACT same defense, TWICE.
The only creative solutions I can think of (without putting any thought in, so don't start picking apart the ideas yet) for this is twofold:
- Multiple Intel locations. NOT multiple Intels, as this causes problems, however 3 separate rooms, likely separated by locked doors that open upon Intel being capped. This adds variety to the gameareas and maintains the general makeup of CTF. Randomized Intel placement upon cap could be interesting as well
- Persistent Intel Run, possibly Attack/Defend. This one would have serious problems to consider but is still worth mentioning. Basically you have one VERY long map, possibly broken up into stages (which would involve having 1 Intel and Attack/Defend teams), the Intel does not reset. You would have to seriously limit mapspace to limit maneuverability though, otherwise scouts would dominate.
VERY unfleshed ideas, but there they are.