As long as there is no "hold" mechanic, you wont see me capture and run..
Ideally I would prefer a system that turns the point like now, but the instant people move away, the point shift to neutral again.. This would force a capping force to split their forces up, and actually defending/holding the points.
One of the problems is that there's a perceived ability for an escort to zip past a capped point and 'decap it' instantly, cause the icon turns from red/blue to white as it starts the uncap process.
The problem is that currently points are entirely static- the moment an escort does that, the point is uncapped- not because they've properly uncapped it, but because it's no longer 100% capped by the other team.
Of course, we're lucky that the code doesn't *actually* seem to count the point as uncapped until it's 100% uncapped, but that doesn't stop people from thinking it does, and going crazy the moment the color changes.
I've played a lot of C&P lately, and even if someone zips around and de-100% caps a point, it still counts as capped unless they get it to 0%.
That said, it is an annoying tactic, since you have no way of knowing how capped or uncapped the point is. To that end, I'd like to suggest something similar to other games that have point capture game formats: Have a captured point slowly draw towards it's last 100%/0% value. The speed of this draw would depend on how close to the cap value the current value is.
So for instance, if a point is at 0%, and red team sits there for a few minutes getting it to 50% and then flies away, it will not sit at 50% for the rest of the match. It will wait a few minutes and then start decreasing it's value by 1% every couple seconds until it hits zero.
Similarly, if blue team caps a point, and then a red escort flies through the point on his way to a furball, de-100% capping the point down to 98%, it will not stay at 98% for the rest of the match- it'll immediately start incrementing back to 100%.
I guess you could refer to this as capture point healing, so to speak. In order to actually cap a point you need persistent presence- you shouldn't be able to abandon the capture process for ten minutes and then start it back up like you were never gone.
Ultimately, I think this change would allow capture and hold to be a more dynamic game. I mean, de-100%ing a point is a valid strategy to draw the enemy team to that point, or at least split them up, but it should require at least some investment and not just be an escort trick.
CnH issues, MVAM escorts in 3 pieces capture faster than MVAM escort in 1 piece. Cap points bug, will stay white until you give up and leave then it turns your color just as you get out of cap range. The team balancing is still off have had CnH where a team was down by 2 players.
I say bring back space assault you cannot fed/Kling ball effectively in that map.
If you lose in PvP you should not be rewarded anything.
Part of the problem here is the inferior idea of rewarding someone for losing. If you lose, you should take that experience and find a way to win next time, if you can't then you do not deserve any reward, I consider this axiomatic and easily understood.
Yours in Meritocratic Merciless Plasma,