Cap times and ticket boosts based on the difficulty of the cap point itself

Instead of basing on who wins more with a certain faction on a certain map in terms of adjusting cap times and ticket bonuses, why not we base on the difficulty of the cap points itself with a criteria depending on the map and the campaign.

Some of the criteria I could think of.

  1. Size of the cap point and how much cover the point has along with its surroundings.
  2. How effective a tank, plane, arty, bombers, mortars, etc on the cap.
  3. The difficulty on how to get to the cap point itself like are there narrow corridors, buildings, water obstacles, areas of flanking, cover, etc
  4. Distance from the cap point to the main spawns of both sides.

My explanation on those:

  1. There are cap points that are placed in the open with only a small circle e.g. Hermann Goering Strasse’s first cap, Wilhelmstrasse first cap where sure those have some cover but they are surrounded by hills, buildings and trenches so it has to be capped fast before the defenders have a chance to fortify their positions.
  2. The Moltke bridge is the most notable example where a tank, plane, bombers or mortars can completely screw over an attacking team. Plenty of caps that are so open or caps where a tank can easily control the battle because of good positions.
  3. Tenaru River’s 1st cap alongside the 2nd with the boathouse and one of Gavutu’s first cap with a huge hangar are some of the game’s hardest cap points with approaches that are very open along with water obstacles(2nd cap of Tenaru River where attackers have to cross two rivers while only one for defenders).
  4. The first cap of Fortified District where the defenders have more cover from the forest to the cap itself alongside an actual space for rally points while the attackers have to deal with a long distance with threats of tanks and MGs on the trenches besides much of their flanking spaces are open.

To make things simple, make the difficult caps reward more tickets along with the faster cap times while the ones that are normal or easy enough can have the normal cap speed that’s actually balanced for both attackers and defenders. Having to deal with some hard caps with very slow cap times because the faction wins so often is so annoying and stupid as the reason why a cap like that gets lost real fast is because the enemy team is very bad at defending.

4 Likes

I get the idea of a more balanced cap point according to the location, size, accessibility, etc…

But I like it simple.
Standardisation is better than perfection.

It was already a mess with the way the devs messing up with the cap times too much across all campaigns.

3 Likes

isn’t it already a thing? I’ve noticed in update notes some points takes more/less time to capture from now on.

The way they do this is based on the factions winrates this is why an Allies attacker has a different cap time and ticket bonus compared to an Axis one on the same map. This War Thunder style of balancing BRs through player stats where in this case balancing cap times, ticket bonus and ticket bleed based on player stats is not an accurate way to balance as the playerbase is part of the problem itself where players flock to a faction on a certain campaign because it has this newest cool gun, vehicle, uniforms, etc. See Normandy Axis since the introduction of the Panther and the first STG-44 family member in the game, the MP43/1 then later the Tiger and the STG-44.

There was a time that Japan was unplayable because Allies constantly stomp them with better equipment till the nerf on ticket bleeds and stuff while not addressing the true problem which is the playerbase with no incentive to play the weaker faction.

Open objectives as you listed are better for attackers, not defenders because a simple no skills required placement of artillery directly on the objective completely wipes out anyone on the objective.

I get the idea, but it might be a nightmare to implement.