Well I would be happierHylis wrote:If you do maps and try to find good options for the game, of course we would be happy to see how to adapt the CP timings.
I would suggest to hardcore it on first update, and if it does not suit you, we would see how to open it.
would you be happy with
0.5 seconds if all CP taken
1.5 seconds if all but one
2.5 seconds if all but two
3.5 seconds if all but three
With 3 poles, it would require the attacker to take two CP to be back to normal, and a third to become really dangerous.
For your side note, we are thinking on how to adapt the ping+nametags possibilities. We feel it is too powerful at the moment and wish to balance it more in order to diminish the occurrence of situations where it can be used. It is not specific about your feedback, but just to say.

But it's hard to say what would be optimal without the opportunity to test different settings. But the main gripe of instant captures would be fixed. That is something that needs to be avoided I feel, due to the pure cheesiness of loosing that way.
I would say that 0.75 if all is taken might be a better match. Sure its just 0.25 but its also 50% more then 0.5 so there is a big difference there. Also, at least the way I see checkpoint gameplay to behave you will probably have way more occasions where attacker dives to goal while defenders come in from side and not already are positioned on pole. But that also depend on maplayout.
Also you might want to consider to let people place more checkpoints and somehow support that in the time calculations to. This would open up options in mapmaking like splitting attackerroute in ways that goes over checkpoints and by some clever mapping add a tactical element.
Problem with that would be to not have extra checkpoints that are placed on map as optional checkpoints mess up the timing.
Maybe have an optimal time for capture and a maximum, then divide the difference between the checkpoints.
Like:
0.75 on all CP taken
5 CP on map in total
4s is maximum when no Cp is taken (4s is insanely long to try cap

then 4s-0.75s= 3.25s/5CP = 0.65s is what each CP is worth.
One thing that really is a problem with checkpoints is that it needs to be worth going for the checkpoints. Mapmakers need to really be careful so they don't make maps where the attacker has it to easy to just hunt down defenders instead of going for checkpoints. But that's not really Nadeos problem
