UT2004? The mechanics are significantly a bit different, being round based.
LMS was DM with a set number of lives, instant respawns, and spawning with a full load out, no armor, items, or powerups.
There really was nothing to stop you from hiding in a corner somewhere, or just generally shielding up and avoiding confrontation. Before those type of players became rampant, and the guy winning the match rarely had the most frags, I actually did like the game.
For me UT2004 was all about mutli-weapon assault. Fast weapon switching, cross weapon combos, and instant attack tactics changes that were only possible if you had a mostly full load out. Trying to do any real offense with only one or two weapon was not only boring but vastly inferior, and why I never really liked to play the inventory management game.
I didn't have that problem in UT.
It's not that I prefer the easy going mindless start with everything type of play, it's just that to me, the depth in 2kx was about how you chained your fast switching weapon together, not "choosing the right weapon for the right occasion." UT did that MUCH better. QL does that MUCH better. UT3 does that MUCH better.
What those types of games modes will really boil down to is weapons mechanics, which will in turn be based on movement. If the game moves more like UT, the NI style of play will not be nearly as necessary. Especially if we have reasonable weapon spawn times. If the game moves like UT2004, well, we'll either have to buff everything that's not hitscan, and dock the weapon switch times, or nerf everything that is hitscan, keep the fast switch times, and watch the popularity of weapons racks and NI style of play soar.