Major game design issue: objectives should be captured if held for X seconds continuously, not in parts

Disclaimer: this post is in no shape or form aimed at making the game harder for Attackers/Defenders.

This system is tested and proven in Battlefield (and I believe in other games like Hell Let Loose too): if the objective is captured by the attacking team having majority for 20 seconds, it should be consecutive 20 seconds, not e.g. 5+10+4+1.

I am totally surprised that Enlisted didn’t use this system from the start but I really hope we can switch to it.

I think we all have had such moments when you hold the final objective and it has that 1 micro pixel left to be capped?
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And then 3 enemy players enter the cap area against 2 of your team and you instantly lose the game.

The problem with this system is that it doesn’t require the attacking team to actually hold the objective in order to capture it, sometimes you just need a quick run-in inside an empty objective for a split second when the point is 99% capped, and the game is won.

And there’s a number of situations when this may seem unfair: often a speedy player will rush the next objective right after the previous has been capped, and even though he may die, he will gain a huge percentage of the capture; or sometimes a good tank shell or plane bomb will wipe the defenders from the objective, and the only thing the attackers need to do is to send just one guy to enter the cap zone for one second to win the game, since the defenders don’t even get the chance to reach the objective in time.

While in a game like Battlefield 1/V, once the attacking team has the numerical advantage in the cap zone, the cap meter will start filling in, its speed depending on how big the numerical advantage is.

But if the attackers are killed or pushed from the cap zone, the capture progress is not “saved” or “remembered” till next time they get there - the attacking team needs to actually hold the objective for a set amount of time.

One might say that the capture progress already goes down if the attackers are not contesting the point, that is true, but the rate is much slower than the attackers.
BF1 had it perfectly figured out: the capture rate for defenders and attackers is identical.
When defenders have the advantage over the attackers, the point is actively-decapping:
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Then, when the attackers get enough bodies in the zone, it starts being captured again at the same rate depending on the advantage.

Now, obviously, the capture time in Enlisted can be adjusted accordingly, to make it more or less the same as it is now, just with a very important change of resetting the meter, getting rid of the one-second one-man captures when the point was 99% capped.

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actually enlisted does have it, if no enemy is on the point for a certain amount of time it will start to slowly uncap itself

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Much slower than attackers capping:

but you also need to factor in on how easy most points are to actually hold and having it being continuous cap time instead of in part is huge buff to the defenders since they have unlimited respawns and with a rally point they can human wave until the point is completely cleared thus resetting it.

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I believe the time the objective goes down needs to increase, or possibly like how battlefront 2s objective capturing works on GA in a 1/3 capturing system; if the attackers fill up the bar 1/3 of the way it will no longer decrease past that 1/3 mark, but if they fail to reach a full 1/3 cap amount then the meter will go back down to 0 or the last 1/3 if attackers are kicked off the objective. Of course 1/3 means there are 3 of the 1/3 sections.

All in all I completely agree, it’s harder defending in this game because of the reasons as you said such as ONE dude caping over half the objective before defenders get to the objective.

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Yeah definitely some things would have to be tweaked, and as I said the intention is not to make the game harder for attackers, but rather to get rid of “touchdown” capturing, when the attackers literally only have to enter the cap area for one second and they’ve captured the sector/won the game.

Maybe the cap radius can be increased so that it’s not just the “bunker” that the attackers need to take, but the house nearby would be enough as well, forcing the two teams to actively seek out each other instead of camping, or the time to cap could be greatly reduced, e.g. if the attackers actually have full control of the point, it would only take like 10 seconds to cap, but if they are stopped they need to do the 10 seconds all over again.

Just saying, Battlefield has had this Invasion/Breakthrough system figured out for almost a decade without insta-caps.

One of the better needed posts at the moment. I agree with everything written. The capping system in this game is left to the players to abuse its flaws. And it’s very well told why you sometimes lose a battle you should actually win. It’s just a frustrating system.

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