In gamemodes like push and escort. The point stops when both teams are on it. I think this idea could be transferable to the stationary points. To an extent it is already implemented, when capturing a point if the enemy comes inside the capture freezes. However the timer does not, and it ticks away to 100% regardless of whoever I on it (assuming it has previously been captured). For arguments sake, from here on out when i refer to point it is to be assumed it is already captured, unless stated otherwise). If a point has 2 teams on it maybe the timer could slow down slightly, and this is dynamic for the number of players, assuming team A has point, the more of team B the slower the timer, however the more of team A the faster the timer, much like how the escort speeds up as more players push (up to 3).
Now this may show a disadvantage in competitive if a player leaves. However when a player leaves there is already a huge disadvantage created, maybe this new update could workaround this by buffing the numbers of the disadvantaged team;
by this i mean 100 / number of players in team, so for example in a comp 4v5, each player in the 4 team is worth 25% of the team, and the other team each player is 20%. Now when both teams are on point, (the point moves at 100% speed without player intervention, now for each enemy on point, the speed is reduced by this respected %, so the team of 4, each player will reduce it by 25%, however the capture team will increase it by 20% per each player as they have 5. Sorry if im not explaing it correctly.
The equation would be as follows:
Speed = 100 - (A players on point * Total A players/100) + (B players on point * Total B players/100).
This should mean that if all of team A (And only A) are on their point then the speed is 2x normal, whereas if all of team B (and only B) are on point (captured by A) then the speed goes down to 0 (bear in mind it should be being captured at this point)
This could be fun to have a test round of. If someone smarter than i could make it in custom games. Or if the devs see this and test it in a “hacked” weekend.
It would force at least one player of a team to stay on the point or the match never ends.
But at the same time this causes an issue that the match could go on forever if the enemy spawncamp you and no one’s on the point to tick up capture percentage.
If such a change was ever to go live, there would need to be a timer that ends the match if no one’s on the point or captured it for a certain amount of time. Just so that there can’t be a match that lasts forever.
It might need an “overtime” like system where you can’t keep popping on and off the point forever as that “time out” gauge empies faster the longer it has gone on.
That mechanic would need to be team specific. So that even if the red team used up their timer, blue team wouldn’t need to worry about accidentally stepping off the point for a second during a fight once having captured.
In the event of a “time out” the team in charge of the point wins, or the match is a draw.
That way the match would last at most 4 minutes or so in a spawn camp situation with trolls.
I see there has been a misunderstanding, if nobody is on point the % ticks as usual, however adding players of the capturing team will speed up up, and the enemy will slow it down. So if there is a situation as you described. The time would tick away as usual. Sorry for the misunderstanding
Right, gotcha.
There was a lot of text and i might have missed bits.
Im quite often bad at explaining and it doesnt help I phrased it as “interruption”, i feel a better use would be slowing down