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