It follows exact same thing every game:
1. Thing alternates between Generator and Comms
2. Marines always split trying to fix and waste items fighting
3. They die
^In this case if the timer is anything above 5 minutes and zakhennahr is Thing, the ending is expected.
OR
1. Noob thing insta-dies
Obviously there's something wrong. Some players have no chance in winning while players like zakhennahr seem to win every game. There's an unequal balance of Thing's power between nooblets and veterans.
I think this means we should bring back the Thing health being reduced the higher the Thing points. This will keep the game challenging for the higher-up players while still keeping the game accessible by nooblets.
We should target this specifically to zakhennahr as he is currently the top Thing. Any players who collect too much Thing points and feel that they can no longer win can consult Vic to decrease their points.
Also, I think it might be a good idea to consider simply removing the Generator. It's almost a formula now where Thing simply alternates between Generator and Comms. It forces marines to move in a very predictable fashion and there is really no choice. If you give up the Comms, Thing has the ultimate advantage and if Generator is dead, your chances of dying is drastically increased as fighting back is much harder especially if the Thing is skilled.
This might as well be same as marines camping only that it's Thing's version in a sense that it's a guaranteed winning strategy eliminating variation and fun.
We should remove the trend of adding all the buildings in the world and only leave the Comms and Booster.
I think the game was much more dynamic when there was no evacuation and no buildings. The marines had to face the Thing and it was simply a matter of finding out who. There was no external help they were fucked.
This made items like radios much more powerful and important to gameplay as finding out the real enemy was actually important. This in turn made deception a powerful tool that created a huge variety in Thing's efficiency. The more deceptive you could be, the better you were.
The micro-oriented Thing playing style was initially considered 'cheap'. The systematic leaving door to 1 hit and trying to separate marines 1 by 1 to kill them was a boring play. It was same all the time and stressed on game's balance. You needed no thinking it was computer-like massacre. It was frowned upon until it became the dominating style.
The very roots of The Thing is deception and fear of not knowing friend or foe. Latest gameplays have none of that and the main fault is in the map design that discourages deception. For instance, the addition of blood and corpses murder deception. Marines can go their merry way checking the corpses and blood to see that there was massacre. In the past, the true terror lied in entering a suspiciously clean room with 1 marine and wondering if he was friendly or not.
Another map design that fucks with deception is control. Control is the worst addition to this game. It was simply introduced to prevent Thing staying as a marine forever. However, this could have been handled by simply adding blood-test (like the movie) and preventing new players from being able to opt in as the Thing. If deceptive play was difficult/underused already, control just took a giant shit in it and shoved it in its mouth.
In that sense, if the game must stay micro-oriented for the current better Thing players' pleasure, I think you should just change the game's name as it is no longer 'The Thing'. That's not what the movie was about.