I myself am not a fan of wingman and very rarely play a match of it. However I believe it has the potential to become a much loved playlist with more and more people playing it. I will share with you my ideas of ways that wingman could be improved. I should warn you, it's going to be a long post and many of the suggestions I make may not be possible to implement.
Firstly: New Objectives each round.
Basically I believe that one of the reasons why wingman in gears 2 and 3 is not very popular is because it's the same as execution but with smaller teams. The rules are more or less the same and people would rather be in a 5v5 match to the death rather than 2v2v2v2. So what if there were different versions of wingman with different rules. I think wingman could have its own thing(fail) like Forces Of Nature with the following Playlists;
*Classic. (EXE) Bleed out time = 10secs. Guns do normal damage. Weapon spawns disabled but ammo pick-ups from dead players are allowed. No respawns. (Obviously) Last team surviving wins the round. (If timer reaches 0 the team with the most surviving players/individual kills/points wins the round)
(5 rounds) (4 teams of 2)
*Deathmatch. (TDM) Bleed out time = 15secs. Each team has 10 respawns. Weapon spawns enabled. Last surviving team wins the round. (If timer reaches 0 the team with the most surviving players/individual kills/points wins the round) (Basicly BTTE but with a different name.
(3 Rounds) (2 teams of 2)
*Kings Of The Hills. Bleed out time = 15secs. Rings do not move until points have been drained. All rings give up to 30 points each. Rings do not lose points whilst not captured. Two rings spawn at a time. Respawns are on. Weapon spawns enabled. First team to reach 90 points wins the round.. (If timer reaches 0 the team closest to the 50 point target wins the round)
(3 rounds) (4 teams of 2)
*Juggernauts. Bleed out time = 15secs. One team starts off as the juggernauts. They have 3x health. 1x damage. 0.8x Movement speed. Resistant to fire, smoke and ink attacks. Very vunerable to headshots and explosions. And they can see all enemies using tac-com. They become the priority target of the other teams as to win the round you must earn the most points as the juggernaut. To become the juggernaut, you must either kill the juggernauts to steal their power or prevent them from earning kills for the next team to be randomly selected. Once you are the juggernauts, you will start to earn points similar king of the hill increasing by 1 each second. However at the same time a verical red bar in the top left of everyone's (including your's) screen will appear and slowly begin to fill up. The key is to prevent that bar from filling up as if it does, you will die and lose your juggernaut traits. The bar timer lasts for 40 seconds before it fills up and for every "X" amount of units of damage you recieve, 3 seconds worth is added to the bar( fills up quicker) If either you or your teammate are killed, the bar instantly fills up and that team become the juggernauts. To prevent this from happening, as the juggernauts, every kill you earn will take off 10 seconds worth of bar. Non juggernaut players killing each other does not earn any team points but does still earn individual xp. Weapon spawns would be explosives and longshots. All players can see the Juggernauts' location. Respawns are on. First team to achieve 90 points. (If round time limit reaches 0 the team with the most individual kills/points wins the round)'s
(2 rounds) (4 teams)