That is essentially the same as my suggestion.
The difference is basically there the frontline is decided on the locations of capzones capped (essentially how i imagine it as well on a macro scale and how unlocking objectives works currently in ro generally), but within capzones i want a similar mechanic based on basically the location of individual rooms.
Although imagine a big capzone with say 15 minicapzones (leningrad or so). When you don't show for every capzone exactly which one is capped unless you step on it, then perhaps one small room could be skipped and forgotten while it remains enemy territory. This is generally bad, as you cannot remember and know in what room the enemies walked into (unless you tell it on an overhead map but then you would know the exact enemy locations).
This is why basically for within a big capzone rather than basing it on individually capped rooms, base the frontline on the locations of individual soldiers. And through that assign what rooms are controlled by whom. This way if a soldier falls, his contribution to the cap is immediately removed. Making it impossible to possibly skip a room as you don't have to stand directly on a room to control it.
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So in short in maps you generally have some sort of a frontline, based on what objectives can be capped.
And within capzones you basically have frontlines based on the location of soldiers within the capzone.
The difference is basically there the frontline is decided on the locations of capzones capped (essentially how i imagine it as well on a macro scale and how unlocking objectives works currently in ro generally), but within capzones i want a similar mechanic based on basically the location of individual rooms.
Although imagine a big capzone with say 15 minicapzones (leningrad or so). When you don't show for every capzone exactly which one is capped unless you step on it, then perhaps one small room could be skipped and forgotten while it remains enemy territory. This is generally bad, as you cannot remember and know in what room the enemies walked into (unless you tell it on an overhead map but then you would know the exact enemy locations).
This is why basically for within a big capzone rather than basing it on individually capped rooms, base the frontline on the locations of individual soldiers. And through that assign what rooms are controlled by whom. This way if a soldier falls, his contribution to the cap is immediately removed. Making it impossible to possibly skip a room as you don't have to stand directly on a room to control it.
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So in short in maps you generally have some sort of a frontline, based on what objectives can be capped.
And within capzones you basically have frontlines based on the location of soldiers within the capzone.
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