Goose, on 14 January 2016 - 01:43 PM, said:
I was thinkin' you move the G7 cap up to E8 (still has cover the way), or maybe G4; All the team spawns should be down in the J ~ L rows; And none of the points start capped
If no one starts with any points capped, then it tends to exacerbate the issue, because there is no sense of urgency . . . there's no score piling up from the get-go.
Also, if you move the proposed G7 cap point all the way up to E8, then it's so far removed from combat that people will mostly (read: 99.9% of the time) ignore it, not unlike what happens now with the current Gamma located FAR FAR removed from combat in F11. I think the only reason anyone enjoys the current setup of Alpine Conquest is because it basically removes the Conquest facet of the equation and encourages a deathball assault, since the remaining points are so close to each other.
Goose, on 14 January 2016 - 01:43 PM, said:
… But that might not prevent deathballing.
No, it wouldn't. Again, I think the only reason any people like the current Alpine Conquest is the fact that the points are so close together that capping is a non-issue. The New River City suffers the same issue, because the cap points are basically in the exact same place as the old ones. They're too close together and make death-balling an easy strategy on the map. They
NEED to be far enough apart that capping, and the game mode objective, actually become a deciding factor in the battle. Nearly every map really does need to have the Conquest points spread out much more than they currently are. River City would be a whole different experience (and not just feel like playing on a spruced-up version of the old map) if the Conquest points actually utilized the whole map . . . same with the Assault bases, for that matter.
For example, look at Terra Therma. While most people seem to hate the map, it has one of the best Conquest layouts out there. It puts most of the map to use; and the points are far enough apart that the objective truly matters. Lights doing their job and capping out the map have turned the tables in their favor many-a-time, because there's not enough opposition left on the map to secure points towards the end of the battle.
This leads into the next point . . .
Goose, on 14 January 2016 - 01:43 PM, said:
… Do we
really need to know the score, or what side has which cap, if it's not had someone come within sensor range of said cap, recently?
Yes, they do need to know the score and control of caps. It's part of the strategy of the game mode and should be a pivotal part of the game mode. PGI needs to make the primary objective of these game modes matter a whole lot more than they currently do. If they succeed in doing that, then we'd probably hear a whole lot less of "every game mode just plays like a version of Skirmish" and a whole lot more of "here's the strategy you need to use in this game mode".
Personally, in game modes other than Skirmish, I think the rewards for the match should be pushed away from just killing the enemy and a lot more towards actually completing the primary objective of the match. There are a lot of ways that can be achieved, but that's not a discussion for here.