Ringslinger is fundamentally flawed because of 2 conflicting design decisions: "consider it a different game, so playing it from a different perspective & with new controls is fine" is mixed with "we don't want to change the abilities/stats per mode, because we want the learning curve to be the same between modes". I've heard both of these things even back in 'fun days. I think either of those approaches are perfectly fine, but they start to fall apart and make no sense when put together.
Most games with a "battle" mode either have already designed the game around some level of PvP combat (Mario Kart), or change mechanics or add controls (Shovel Knight Showdown). Of course, Sonic is not a PvP game, so it has to opt for changing mechanics. I just think what it focuses on changing is "distracted". Changing the perspective is a step too far in my book, but swearing by the same abilities & stats even when they cause legitimate problems... I've always thought "bruh, pick one". Personally, I think the fact that you have to play in first person & have to aim up/down is far,
far harder to stomach than changing even the characters' abilities per mode would ever be.
I have lots of complaints with the current mode if you ignore those fundamental flaws. For instance, there's DK64-level of collectibles to maintain, you lose them on hit instead of death, many of the bigger maps just don't have that many distinct landmarks or same-y looking areas, and it's way stronger to focus Infinity & ignore every other weapon because it keeps your health & ammo separate. However, even if you fixed all of that, I don't think I would find it very fun, simply OK.
My ideal Ringslinger:
- Focus on third-person as the recommended mode with a third-person crosshair. I believe this is THE most important change, because most people just look at Match being first-person, go "ew", then leave the server.
- Throwing out a single shot, or getting hit, shouldn't have massive ramifications. Throwing projectiles should use your ammo count OR your rings, never both. This makes Infinity one of the best rings by a long shot currently. Getting hit currently is the equivalent of dying in any other Deathmatch arena shooter. It's just far too punishing and frustrating to play.
- Projectiles should also be huge, fast, and easy to hit small & fast targets, to reduce the amount of aiming skill -- this sounds like a reduction in depth, but currently, Ringslinger matches consists mostly of occasional stray bullets and extremely one-sided Rail fights. Most fights in Ringslinger right now are only fought using the weapons that are the most efficient on ammo or take up a lot of space (Infinity, Auto, Grenade), so I don't think reducing the aiming skill requirements & make all weapons take up more space would hurt it at all.
Essentially, I think the focus should be less on pin-point precision first person aiming, and more on dodging, movement, and jumping. These things that are already taught in the SP campaign, but it would apply them in a different scenario. That's what a great MP mode would be for SRB2 -- alternative ways to play with and experience the core mechanics, not trying to be another game.
That's just my take on it though, the other valid approach would be to double down on the shooting & aiming, and actually make them different games! Open up to more to do more Ringslinger-only changes to have mechanics to better compliment the shooting. I think this approach is more trouble than it's worth, but if the reasoning for the 1st person perspective is "it's fine for it to be it's own game", then I want to see it go all in -- be it's own game, not held back by the design of the singleplayer.
I think SRB2's MP is now way too hyper-focused on "game balance", instead of just being a dumb fun distraction. There's a reason Tag is still popular, after all. I will be the first to admit that Circuit was shallow as fuck, but it was enjoyable just for being the only MP gametype that had unique levels while still focusing on the platforming; the thing I play SRB2 for. 1.09.4 Ringslinger was badly balanced, and mapping for it was really restrictive, but in the end it was dumb fun to play the rotation every once in a while. 2.0's revamp tried to make it "balanced", which... congratulations, it's now balanced, it doesn't have the dumb fun anymore, and it's still not gonna be played at EVO :P
EDIT: One last point... I champion Sonic 3's Competition Mode as an amazing example of a side multiplayer mode. It doesn't really try to be full-fledged game or super balanced or last your hundreds of hours, but that's OK since it's just meant to be a fun distraction that gives you extra playtime & the ability to play against a friend. That's all it needs to be.