About checkpoints in Elite mode.
Checkpoint system needs to to be reworked. As it stands today it isn't flexible enough.
How it works now.
Any map with a cp ignore the standard goalcapturetime. Instead it has a capturetime of 1s per checkpoint on the map. So to avoid instant captures you need to place cp on unreachable locations. Problem with that is that it limits how you can build maps in a big way because you can only have 3 cp's in a map.
So at maximum you can build a map with 2 checkpoints + 1 unreachable to avoid any chance of instant capture.
Also you cannot get a map like the one I made with 3 cp's to work properly.
Sure it's unlikely that all 3 cp's get captured on some maps but that's when people know the map and know how to play. It will still be a kick in the teeth for any new players to get on, hear an attacker swoosh around, take all cp's and then get an instant capture. That might very well be a gamebreaking experience for many players.
Even if you could place more cp's in the editor you would still have problems. First of is the hudmarker. It's a really sloppy way of solving the problem. Also you would still only have a resolution of 1s to control the capturetime.
With the option to (on all cp's captured) have a best goalcapturetime of 0s or 1s to reward the player with a better capture time then the 1.5 that is standard it all breaks down in the logical achivement versus reward formula.(imo)
I would like to see values of say 0.75s as best possible capturetime and then maybe use x2 for each cp.
There is a bunch of possibilities on how you can solve it by automated calculation but I fear its a to new and unplayed mode to really know whats best.
A perfect solution would be to let the community start testing different values with 2 new gamemode options. One for goalcaptime specific for maps with cp's and one value to add on that for each cp.
Then after people actually being able to play around and find what works you can maybe lock it down harder.
But the main point of all this is that it isn't flexible enough as it is today. The possibilities are there for some fun maps and gameplay but when you have a maximum of 2cp or having an instant capture you can't do it all.
The map I have is a fastpaced fluid map, where both attacker and defenders will constantly be in motion to try to cut of, claim map, deny cp access and so on before meeting up around the goal in the end. The map has 3 cp's and is build from start with an idea and concept revolving those 3. Taking one out is not an option and neither is playing it with a possibility of an instant capture since that is the lamest way you can loose and noone think thats fun at all.
Sure I might come of like an egomaniac ( and I am

) but I still think the point is valid. Checkpoint system today is to restrictive and unprecise to have any shot of becoming anything but a fringe feature, unused and dismissed.
On a sidenote. Any game you play basically have the situation where the spectators on the attacking team can tell the attacker where the enemys are or went due to nametags/markers in the hud being shown through trees and such. Even when attacker actually has a clear line of sight (but not spots) the defender the spectators can see the tag for a while.
In certain situations this is really affecting the game. You might see the defender drop down to rotate around and so on. While the attacking player has no idea where the defender went his teammates will tell him.
And yes this happens often enough to be an issue.
One solution would be to just not show the markers at all on the spectators on the attacking team.