I like all four maps for different reasons. I would prefer a system that keeps all four maps in circulation (such as making Frontline Roulette a more motivating choice over specific-queuing). Lately my Frontline Roulette queues have been very strange and giving me Secure and Slaughter almost as frequently as Shatter. This variety makes the queue a lot more fun.
Secure:
24-man with a 4th capture point at the top/middle sounds really good. The one thing that dulls 24 Secure is that there's not much incentive to do anything but kill drones and then retreat. In fact, this is unfortunately smarter than engaging most of the time. I agree that a 4th capture point would make for great matches.
Slaughter:
24 has the 'Shatter Problem' where it's more efficient to just retreat and hug the edges any time the enemy blob notices your own. I think 24 Slaughter would be more fun if it had the Big Node from Secure pulsing its nasty AOE onto the field and motivating a lot more hostility in the otherwise-avoided center region.
Seize:
Someone called 24 a 'Standing Around Simulator'. I did experience that sometimes, but usually Seize matches in 24 were a lot more interesting for me, with a lot of back-capping, back-stabbing, team-ups, betrayals, sneaky deactivations and other prowling.
I really liked 24 Seize because there's no just grabbing a node and then falling back somewhere safe: if anyone shows up, you must defend or suffer the long delay caused by deactivation. And if you want a node, you must destroy the opposition or they'll keep interrupting your activation.
This was the most PvP-oriented map I've had, in my limited experience, and I miss Seal Rock a lot now that Secure-Slaughter-Shatter has become my queue's new meta.
Shatter: In my experience there's four flavors of Shatter:
- Small Ice 72: This is okay. There's enough players to distribute that fanning out and contesting most of the small nodes is effective and sort-of fun. But mostly it's just giant blobs cautiously circling each other and padding time until another ice appears.
- Large Ice 72: This is forgettable. With 72 the Large Ice dies too fast to feel exciting, and then the match just becomes awkward and aimless poking at each other. For some reason, more players seems to motivate less conflict.
- Small Ice 24: This is very dull. The map is too big and teams are too small to distribute safely or effectively, so it becomes a slow whack-a-mole and no one seems very bothered to pursue any Ice that isn't located conveniently. These are the Shatters where everyone feels exhausted and just kind of doing whatever to get it over with.
- Large Ice 24: This is the most fun I've had in Shatter. The Ice is a huge deal, it's exciting when one pops, it takes long enough to die that annoying and disrupting the enemy feels like a legit tactic, and when the Ice isn't up there's a sense of having enough time that pursuing other objectives (bases, skirmishing) is worthwhile.
I think every map can be a lot of fun in 24, the one problem being over and over that the maps are too large for 24 players and the designs offer too many safe ways out of avoiding conflict and still winning.