This is a massive wall of text, so I’ll just save everybody some time and drop the TL;DR up here now. The mission board is not a substitute for good map and modifier design. Good map and modifier design is how you get people to play a healthy variety of missions and have fun doing it.
I almost always hit the quickplay button in video games when given the option, but I still notice there are maps and modifiers that are more fun than others. I enjoy playing a variety of missions and don’t want to play the same mission back-to-back, but sometimes on the mission board there is only one (or even zero!) mission that looks fun, and I end up manually queuing into that mission to dodge the particularly bad maps/modifiers (or just not playing). Then when I finish that mission, the mission board sometimes still hasn’t rerolled the missions, so I feel forced to manually queue into the same mission again. Ironically, the system designed to make sure players don’t play the same missions leads to situations where a player (who would otherwise just quickplay) plays the same missions.
I believe this issue is two-fold. One: the lack of player agency and only having a limited set of missions available means that missions people would rather not play get overrepresented. Two: there are maps and modifiers that people would rather not play or would rather play over all else to a significant degree. The first issue is directly caused by the mission board and the second issue is an issue that would occur regardless, as it is a problem with certain maps and modifiers.
I won’t touch on the first issue because I would just be saying things others have already said. I will talk about the second problem, however. Whether we have a mission board or mission selection, the maps and modifiers need to be fun for people to want to play them. If a map or modifier isn’t being picked because it isn’t enjoyable, trying to force somebody to play it doesn’t solve the core issue. In that case, you’d have to take a look at potential issues with it and try to solicit feedback on it to work with. Of course, the opposite problem could be occurring in that one map or modifier is significantly more fun than the others and you’d have to look into bringing the others up to par with it (or maybe even trim some fat with the excess modifiers, wink wink).
I’ve seen people bring up farming Screaming Bell in VT2, and I believe that is another consideration when designing a map and modifiers if you have varying rewards for completing them. If people trying to min-max rewards only pick one mission, it’s giving disproportionately high rewards for how easy/quick it is. As with mission enjoyment, the opposite issue can occur where a map and modifier combo gives disproportionately low rewards. Some may argue that the drive for playing at a certain difficulty should be solely a player’s enjoyment and players shouldn’t feel forced to go into a higher one for better/more time effective rewards, and I see the validity in that as well.
Another problem is, if there are builds that completely nullify a modifier, some players will abuse them and the players that want to experience the modifier don’t get to and thus avoid the modifier to avoid the disappointment. That is a conversation for a balancing discussion, so I’ll just mention it and leave it at that. A lot of issues tie in to each other when you take a closer look.
The mission board was theoretically supposed to fix this issue of people only wanting to play specific maps or modifiers back-to-back, yet it still rears its ugly head because it does not address the root cause of that problem. The mission board is not a substitute for well-designed maps and modifiers. Of course, you will always have people that only want to play one thing or min-max rewards, but you can minimize this with maps and modifiers that are all enjoyable.
Funnily enough, while the mission board is seen as a band-aid fix to this, I think mission selection would be a better band-aid fix, as the fun maps and modifiers will be more proportionately represented and it would give Fat Shark much needed information on what maps and modifiers need some development love based on what players pick or not (of course, player feedback would still need to be gauged, but it’s an extra [or more accurate] tool in the toolbox).
As for any specific suggestions for map selection options (and I am all for map selection, even as a quickplayer), keep quickplay and maybe add some filters to quickplay. I am willing to suck it up and play some maps or modifiers that aren’t particularly fun or fill up lobbies with missions that are less popular, but there are some even I just want to completely avoid (I’m looking at you; Lights Out, Vent Purge, and anything that doesn’t at least have high-intensity). Another suggestion is to have two randomization buttons for map and modifier where you can see what it rolled and decide if you like what you get for each. This would be for people who are looking for something in-between quickplay and choosing each detail of the mission themselves.