( ..continued )
Reducing these timings in general is an obvious first step; less time needed to cap any of the three non-goal points makes for more fluid play, and gross mistakes more punishable, making large leads less insurmountable regardless of time remaining. A maximum time of 1x/8-10sec feels like it might be good. If it's also made easier for scouts to drop in behind the main squads and put up caps, it will require teams to constantly cover more of the field, having to be constantly mindful of their forwardmost control point while staging an attack, instead of just reacting to a back cap on the chance it sneaks through, since the cap times are so high. This would bring smaller sized fights more to the fore and reduce the propensity for full-team stalemates, since it wouldn't require a full team push to effectively make a capture and shift the action in either direction. Teams would have to simultaneously play offense and defense in the middle portion of any map to a far greater degree than is required currently due to the heavy timings.
The second step would be to make the capture times for the intermediary points longer than the times for the center point. A maximum time of 1x/4-5 seconds could probably work. (Stick with me here.) This change would create that 'vacuum effect' that would pull teams into the attacking half of the map, and would make pushing for a full cap the best choice regardless of the score. Let's go point by point down the field to illustrate the effect:
Even with a lead, only defending your main is not a good strategy with the final point always being a short cap, with 1x between 2-4 seconds - and if we're mucking about with timings, should probably always be 2 seconds. A better position is to at the least have the intermediary point, and have that extra 8-10 second buffer.
But these intermediary points are always more exposed and harder to mount a defense on directly. A failed defense on an intermediary would almost certainly result in a full cap for their opponents. Sitting in defense of an intermediary would leave you far too open to giving up a quick score.
Pushing ahead then is a better choice, but a central point with a quicker cap time than the intermediaries is almost a worse position than just defending your own intermediary - a botched central defense could also quickly result in a cap. A really quick central point would keep things fluid in the central part of the map, opening up the possibility for fast breaks into a scoring position or all the way to the full cap if you catch a team particularly flat-footed.
It would then, strangely enough, make your opponent's intermediary point the most rational place to mount a defense, because it provides enough buffer time after a wipe to prevent a cap. However, your opponents intermediary isn't really anyplace to mount a long-term defense at all. The most rational thing to do from that position is to score yourself and extend your lead, if you have one.
The specifics here, as in my points above, are probably not optimal, but I think the general idea will likely stand up pretty well under some playtesting.
KoobadoobsTen minutes halves make no sense at all. If you're going to have two maps, make a halftime between them and give each map the full twenty minutes all at once. Countless times, the closest matches have single rounds go over ten minutes. You'd have a surprisingly large number of 1-0, 2-1, and 2-0 scores because there's no time for multiple rounds, and once you're ahead, there's no incentive to keep trying when it takes just ten minutes of stalling to win.
Fair enough point. Really on balanced maps, there's hardly any reason at all to change sides, the differences have no discernable effect on gameplay, and it'd actually be a small win for spectators and commentators if teams didn't change colors over the course of a match.