Thanks for the constructive reply. I agree that it is frustrating not being able to play an online-focused game the way it's meant to be played. Brink is pretty unique because all of its game modes, even the campaign, are designed to facilitate the multiplayer experience. I don't think any videogame in history has made it enjoyable to play with bots (Killzone 3 and Tribes 2, for example). That said, I think bot gameplay is exactly a type of placeholder for the more authentic Brink experience. This has really been the case for any multiplayer-driven game. Even if the bot AI was incredible, I still would avoid it because I prefer to play with humans. SD is working pretty quickly to resolve the lag issues, so hopefully this just becomes a moot point soon enough.
Halo Reach's unlock system is very similar to the unlock system used in Brink. In fact, there are more aesthetic options to unlock and use in Brink than in Halo Reach. Both games do not really have any weapon unlocks (Brink has more to offer on this front). The only difference between the two unlock systems is that Reach requires an absolutely ridiculous amount of grinding in order to unlock the aesthetic armor pieces out there. I guess that may be a motivator for some, but I think Brink is consciously trying to avoid that grind-fest for the important reason that grind-fest games elevate the individual over the team effort. Brink's developers probably did not want people running around not caring about the objectives but only worrying about getting experience points for the next unlock. People who don't care about the teamwork aspect and only care about the leveling part are going to be disappointed because that's just not what this game is about.
I understand where you're coming from, but working toward individual unlocks and weapons is really just a figment of the the CoD-style of shooter that predominates the genre today. I think it's designed to mask the shallow gameplay that those types of shooters have to offer. Brink tries to harken back to the old school breed of shooters where the gameplay and the teamwork is the ultimate reward - not the toys you unlock afterward.
As for the other points you have been making in the thread. I see what you're arguing, but again, those are really just design choices by the developers and not objective flaws.
All very valid points. Maybe I was expecting a different game to the one I got in a way, and a few of my complaints are stemming from that. The cinematic trailer showed characters leaping around, never staying still and fighting in big, bright areas. It didn't show us standing in front of a crane control for 2 minutes while braindead computers shoot at each other behind you. One of the rules on the back of the BRINK manual is "NEVER stop moving." But between desperately trying to place hackboxes and stand next to them to hack or waiting for medics to revive me because I've died trying to take on the whole enemy team by myself, I'm moving nowhere fast.
The whole teamwork point is certainly their aim, I have no doubt of that, removing the I in TEAM, as it were; but as it stands right now, my experience of BRINK has been very 'Lone Wolf'. Without the networking issues fixed I fear I'll never experience the BRINK I want to play, gameplay changes or no.