SpaceCadetI'm not going to get into the finer points of what you said. I disagree with several things but it seems like more of an argument with you instead of a discussion.
I'll just leave it at this. I came from a time where we successfully transitioned from strictly CTF maps to playing half CTF / half CP maps over the years. We saw increased competition across the board in every division as a result. Our CP maps were large, spread out and in some cases had 10 or more CP's per map. 1v1's and 1v2's would happen for control of a single point and could swing a game. That's where strategy and team play count just as much as individual skill when deciding what to attack and how to do it but I guess that's just my opinion from past experiences.
Granted, that was 8v8 and 9v9 play from long ago but with the right maps tailored for 6v6, I see no reason it could not be successful or at the very least, play-tested for results.
Yeah I'm gonna go out on a limb here and say that map design has evolved a bit since 8v8 was a thing. 10 capture points to a map sounds like the darkest timeline version of Granary. Furthermore, deciding a game on the back of a 1v1 doesn't sound fun. I don't play 6's for those times when I'm standing on second while my scout is fighting another scout on last to keep us from getting backcapped.
Even if you do long for clutch plays from players defending points on their own, there is no reason why any team that's halfway decent at the game would split their team across points in this theoretical "3 CP mid" map of yours, if they need to capture all three points. The encounter scenarios are either:
- the players on one point encounter 6 players, and have a high probability to lose due to numbers disadvantage
- they encounter the enemy team split across all three points, and have a net neutral chance of winning
On the other hand, the encounter scenarios for a team that plays together are:
- they encounter a couple players from a split team, and have a high probability of winning the fight
- they encounter another full team and have a net neutral chance of winning
- they encounter no resistance when they reach the control point, as the other team is a group and has chosen a different point, also neutral
Given that playing as a unit is objectively better here, what is the purpose of having 3 simultaneously capturable mid points? The best case scenario is that one team wipes the other at the first mid fight, at which point a scout can just go capture the other two points while the rest of the team spawncamps. A more realistic scenario is that the three points change hands cyclically until the map timer runs out. In any case, there is no way in which such a map could be considered an improvement to current 5cp maps.