Pinky_NarfWhat if you added a KOTH-like element to 5CP?
When you hit the round time limit, the team with the most time on the forward cap wins.
I think that most time with the 4th capture point would work, but maybe you'd have to toss mid in there if that doesn't work as planned. This way there's always an incentive for a team to push out.
This is much simpler than some of the suggestions with a different point system, doesn't require a change in the round timer, and could be fairly easily integrated into the game, displaying a countdown clock and a red/blue count up clock recording amount of time with a forward cap held.
In a nutshell:
Everything remains the same, except:
Track the amount of time red/blue has held 4th point (maybe mid if that doesn't work after some trials)
If the round times out, the team with the longest time where they've held that cap wins.
Will encourage teams to push out of last and not turtle
Might encourage teams to sit on 4? (I'm not too worried about this though, because people will still want to cap and end the round and defenders won't want to waste time sitting on last).
im pretty sure this would just encourage teams to sit on the 4th point and make it so the team holding last would be forced to push out 6v6 with no advantages. I dont really think that's at all better as it would be a lot harder to push out of last than to push into last. Teams that held the 4th point wouldnt sack any players into last and would probably just set up on 2nd and pretty much win the game. People already complain that its really difficult to push out of last, could you imagine how much harder this would be if the team that held the 4th point was playing back and trying to defend 4th rather than capping last?
Look at a map like badlands for example: if a team wins mid and caps 2nd for free, all they would have to do to win the round is sit on top spire with 2 soldiers, a medic (and probably a heavy if you're playing really gay) and then have your demo trap shutter and drop down. How is a team supposed to push out of last and re-cap 2nd against this? There's no incentive for the team that holds the spire to push last because 99% of the time they'll be more likely to win the round by turtling on spire and running out the clock while the other team is forced into a terrible push out of last. If you think its hard pushing out of badlands last now, just imagine how hard it would be if the team that has spire capped was just sitting there with full uber waiting for you to try and push out.
Either way you're going to have stalemates. But i'd much prefer to have the burden to push be on the team holding second than on the team holding last. Otherwise a team can just cap 2nd, play really gay and hold it until the round ends.