Jestun, on 26 July 2013 - 11:48 PM, said:
The only way this would be true is if capping was a very rare occurrence. Otherwise those 2 defending would be busy.
If that's the case then why does it need so many threads to whine about it?
The failure in design, if any at all, is that capping is often not as much fun as duking it out with blobs.
If you can find a way to make capping (and defending against a cap) and all that more fun, and more engaging, I think that would be good.
Maybe the teams should be actively forced to cap by the rules, but also forced to defend your cap points.
Say, if none of your team is within 750m of your own cap point, you start losing your cap point.
If after 2 minutes of play none of your team is within 750m of the enemy cap point, you start losing your cap point, too. (The loss might be 1/4th or 1/3rd of the speed of a single mech capping. On large maps that makes having lights extremely valuable, since an Assault or Heavy might not made it in time to avoid the cap counter to start ticking).
Now you basically need a goalie, but you also need someone to move out and strike. Neither side can risk sitting around. And since the enemy doesn't have to
exactly at the cap point, you might also need to scout your defense line constantly to ensure that the enemy hasn't secretly positioned a mech near the cap point so that their counter doesn't start counting down from their inactivity.
If you still want to stick together and move as a blob, you need to do it quickly.