Thanks for all if your continued input, please keep it coming.
I don’t see how removing cap areas will do anything overly good for the game. It essentially means skirmishes are now no more than a team deathmatch. No attacker and no defender. This will result in very uneven rounds in terms of enjoyment. Sometimes a team may choose to sit and camp in a corner of the map for the entirety of the round. Other times it will be all over the place. By removing capture areas you’re removing the one thing that enforce a somewhat consistent degree of action, team objective as well as historical authenticity (each map will likely evolve into fighting over the strongest position found there (be that a cluster of trees, some rocks, etc.) this will mean that it is unlikely most, if any at all of the maps will have fighting in the general area of where it took place.
In regards to the point having become the sole thing the teams are focusing on - I disagree. A bad team might only focus on the point. Going the straight way towards it every time, ignoring the movements of the enemy team. A good team will shift in relation to the enemy team and the enemy team will them shift in relation to their enemy, etc, etc. This causes the capture point of being not so much the target but the center of the “Dance of shifting moves” of the two teams. The challenge lies in shifting enough to be combat effective but still in close enough relation to the cap point in order to pose a threat/safety to it. In short, the capture point provide the two teams with a rotation point.
- Trusty