I will, once again, offer a perspective from someone who enjoys garnering a high score, kill streaks, and map-winning flanking maneuvers. I do not play for immersion solely, but it certainly adds the list of things I like about TW's game series.
First, I can concede the point that spawn camping is not fun for people who are being spawn camped, even though I would definitely do it if it was allowed
.
There needs to be a compromise between having a poisonous boundary directly following the capture point, and allowing either team to enter each other's spawn zones.
-The problem with the boundary so close after a cap zone is that the attackers will have a much more difficult time taking the point. For instance, if the defenders could set up a line of defense just inside their safe zone while barraging the offensive team with all of their resources, there would be no fear of close combat attackers or flanking maneuvers. I'm not saying that it would be impossible for the attackers to win. Rather, I'm saying it gives the defenders an advantage to move the safe zone up so far as adjacent to the cap point. It already takes skilled players considerable effort to flank so far back as to take out the trenches full of snipers, light machine gunners, and mortar teams.
-The problem with having no boundaries is obviously spawn killing and to a lesser extent, capping the next point with no resistance. As much as the fps warmonger in me enjoys racking up more kills, having no boundaries would allow spawn killing to an extent beyond being excessive. For instance, in RS, I could grab a flamethrower and wait at the next spawn and probably roast at least two waves before the enemy team could do anything about it. Meanwhile, my team would be sprinting forward to join me in my spawn killing efforts.
A compromise that a no-limits leaning gamer like myself would be willing to live with is opening up two cap points at a time, which allows for capping the next point if the attackers are doing well, but also employing anti-steamroll mechanisms. The defenders' spawn would be directly behind the second point, and inaccessible to the attackers, though still reasonably close to the first point. That way, the attackers can still flank and engage the first line of defense however they see fit. If the attackers are back-capping too fast (capping the next point with 20 seconds of capping the previous point), I would be ok with a barrier going up for the attackers until a high percentage of the defending team has spawned for ~15 seconds so that a real line of defense can be created. The attackers would still be rewarded with 2-3 cap points captured quickly while the defense would be allowed to regroup.