TL;DR version at the bottom.
This idea of capturing zones is based on controlling an area rather than putting loads of people in the capzone. As at the moment, having alot of people hiding at a stone on the edge of a capzone while opponents are all spread out defending a place, will still cap while they actually don't control the place.
I would personally prefer something based on influence like in the game of GO. Like if you have say 80% influence over a capzone you got it. You can try the effect out here.
(http://lyon-shinogi.jeudego.org/simul_influence/)
just click on the plusses of that board and you see how influence goes
you drop stones in turns in that program. Blue is Axis territory, Red is Allied territory and black is no man's land.
White stones themselves are axis soldiers and black ones are allied soldiers ^^
And imagine that the entire board is like the entire capzone
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Now with this there are multiple things that could be added.
- Places inside the capzone that individually have more or less importance. (aka are weighted heavier in the total area control calculation)
- Places that are not main objectives could still be weighted higher than say an open ground, so controlling of buildings of tactical importance would be worth something as well.
- Changes in spawn or reinforcments based on controlling sections of a capzone (like say if you control the bottom 2 floors in a house).
- The strength of the radius of influence could be connected to say squadleaders or heroes.
- Point system can be adapted to promote being in a place where you give a high amount of influence, or killing indivduals in places that have a high amount of influence.
--------------------
Advantages of a system like this:
- No longer people hiding in a corner and capping it.
- Controlling points that allow for multiple paths to the capzone, will actually be promoted as they will help in getting a bigger influence (think of staircases in buildings or crossections in cities).
- You can help with a capture or defense, by not even being exactly in the capzone, but by adding influence in the capzone by say being between the capzone and the streets the enemies come from.
- Allows for more variety in sizes and amounts of capzones, and placement of spawns, one team spawning closer to a capzone is less of an issue, as you fight for the individual ground within a capzone, rather than just a summation of people standing in there.
- Less running around in circles if there are a lot of recappable capzones.
-------------------------------------------------------------------------------
Someone else started a similar thread to this one over http://forums.tripwireinteractive.com/showthread.php?t=40735
So those interested in reading you can find some more explanations from what I mean here.
--------------------------------------------------------------------
TL;DR version:
With the current cap system, people cap by having more people in the cap zone, once you're in the cap zone people generally just try to find some where safe to wait for the rest of the team rather than push forward. So essentially even if the enemy controls the entire map if you have more people than the enemy hidden in a toilet somewhere you cap the capzone.
My suggestion is to base capping not on whoever got the most people in the cap zone but what team controls the biggest area in the cap zone. See the pictures below.
So basically this is some map.
There are now some soldiers in the map.
The rooms closest to red soldiers becomes red property the rooms closest to blue soldiers becomes blue property. You can see that even though blue and red have an equal amount of soldiers red controls more of the area.
If say 80% of the capzone is controlled by a team then the capzone becomes capped by that team.
Please say what you guys think of this idea, even if you cannot be arsed to read the entire post or the other responses. Thank you .
This idea of capturing zones is based on controlling an area rather than putting loads of people in the capzone. As at the moment, having alot of people hiding at a stone on the edge of a capzone while opponents are all spread out defending a place, will still cap while they actually don't control the place.
I would personally prefer something based on influence like in the game of GO. Like if you have say 80% influence over a capzone you got it. You can try the effect out here.
(http://lyon-shinogi.jeudego.org/simul_influence/)
just click on the plusses of that board and you see how influence goes
you drop stones in turns in that program. Blue is Axis territory, Red is Allied territory and black is no man's land.
White stones themselves are axis soldiers and black ones are allied soldiers ^^
And imagine that the entire board is like the entire capzone
--------------------
Now with this there are multiple things that could be added.
- Places inside the capzone that individually have more or less importance. (aka are weighted heavier in the total area control calculation)
- Places that are not main objectives could still be weighted higher than say an open ground, so controlling of buildings of tactical importance would be worth something as well.
- Changes in spawn or reinforcments based on controlling sections of a capzone (like say if you control the bottom 2 floors in a house).
- The strength of the radius of influence could be connected to say squadleaders or heroes.
- Point system can be adapted to promote being in a place where you give a high amount of influence, or killing indivduals in places that have a high amount of influence.
--------------------
Advantages of a system like this:
- No longer people hiding in a corner and capping it.
- Controlling points that allow for multiple paths to the capzone, will actually be promoted as they will help in getting a bigger influence (think of staircases in buildings or crossections in cities).
- You can help with a capture or defense, by not even being exactly in the capzone, but by adding influence in the capzone by say being between the capzone and the streets the enemies come from.
- Allows for more variety in sizes and amounts of capzones, and placement of spawns, one team spawning closer to a capzone is less of an issue, as you fight for the individual ground within a capzone, rather than just a summation of people standing in there.
- Less running around in circles if there are a lot of recappable capzones.
-------------------------------------------------------------------------------
Someone else started a similar thread to this one over http://forums.tripwireinteractive.com/showthread.php?t=40735
So those interested in reading you can find some more explanations from what I mean here.
--------------------------------------------------------------------
TL;DR version:
With the current cap system, people cap by having more people in the cap zone, once you're in the cap zone people generally just try to find some where safe to wait for the rest of the team rather than push forward. So essentially even if the enemy controls the entire map if you have more people than the enemy hidden in a toilet somewhere you cap the capzone.
My suggestion is to base capping not on whoever got the most people in the cap zone but what team controls the biggest area in the cap zone. See the pictures below.
So basically this is some map.
There are now some soldiers in the map.
The rooms closest to red soldiers becomes red property the rooms closest to blue soldiers becomes blue property. You can see that even though blue and red have an equal amount of soldiers red controls more of the area.
If say 80% of the capzone is controlled by a team then the capzone becomes capped by that team.
Please say what you guys think of this idea, even if you cannot be arsed to read the entire post or the other responses. Thank you .
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