how long has pipline been "in the pipes" (if you'll excuse the pun).
what's the typical turnaround time for developing a new game mode, from both a design point of view and the actual implementation.
regarding the roll back effect - definetly a good idea, as it keeps the action intense at the end parts of the 1st two rounds, however, why is it that the rollback area doesn't go all the way to the capture point? in my opinion, if a team can get their bomb/cart up the rollback hills in these stages, they should be awarded with a victory.
setup time: although unnecessary in the 3d round. after the precedence has been set in the prior 2 rounds, it catches people off guard that there isn't one. even a 5 second setup time + roundstart siren would be enough.
finally: why was bomb start position decided on as the reward for winning previous rounds?
were there other ideas on the table? such as variable spawn times, or spawn door exits that only unlock for the winner of the previous round?