Yes and no. A good object objective is something interactive, or has more to it than simple acquisition. Make them big too, things easily broken, lost or put in a pocket are no good. We had a game once where one team had to carry a person out in a rescue basket and another that was an airsoft AT-4 you had to aquite, then use it take out a target. Another one I remember fondly was tge bomb from Op: Cold Front. It was big, like the size of a coffin, needing at least two or more people to carry it. You also needed to find an activation key and a power supply to make it work. Both were hidden within ammo boxes around the game area. Although we've mentioned not needing buildings, that game had a large steam plant (several stories), old barracks with hundreds of small rooms, multi-leveled, an old water treatment facility, a big 'ol airplane hanger, etc. Having them didn't hurt for immersion. Full on tasks are where it's at though, or at least a proper mix. Also never just have one or two, it is possible for one team to take advantage early and crush your objectives/tasks. Have a backup plan.
ďREALITY IS LIKE A STONE. TO MANY ITíS HARD AND COLD, THEY CANíT HUG IT OR EAT IT, IT ONLY FRUSTERATES THEM AND DOESNíT DO THEM MUCH GOOD. TO OTHERS ITíS STRONG AND DEPENDABLE, YOU CAN BUILD WITH IT, BUILD UPON IT, OR WORK WITH IT, ALSO USE IT TO SMASH PEOPLE IN THE FACE.Ē