Simple suggestion, one which I've mentioned before but I thought I'd create a poll to get a feel for other peoples response to it.
Basically Capping in Assault could work like this:
1. You stand on the point to cap, multiple mechs cap faster, but the speed is increased in a non-linear and diminishing way with each extra mech increasing the cap speed slightly less than the last one.(for example 1 mech will cap at 1x, two mechs at 1.8x, three mechs at 2.4x etc). Base cap speed will be slightly higher than it is now (can be tweaked).
2. When there are no mechs on cap, the cap immediately returns to full capacity, and must be recapped from scratch.
3. If anyone on the cap point recieves damage from an opponent, the cap resets to full capacity.
4. Friendly mechs standing in cap do nothing, they must damage a capper.
5. Because capping would essentially become much more difficult, the reward for capping should be increased.
Basically this does a few things. It means that clever players can still flank around and cap, but they must plan thier attack in such a way that the defenders cannot make it back in time.
It also means that near the end of a match players can still cap instead of chasing down that rogue spider. If you go to cap and there's people left in the fight, then you'll likely have to fight.
In the case of many a River City match, teams will often pass each other and then pile up on the caps. Now, it will actually be worthwhile returning to your base to defend it, as you only need to damage a mech on cap. Right now your forced to basically put your entire team on the point to cap race. If you send mechs back to defend they will likely die and you will have less mechs to cap with.
This works very similar to how capping works in World of Tanks, and seems to be a great way to stop cap rushers ending a game too early.
Edited by Troutmonkey, 09 November 2013 - 05:23 PM.

























