Total Members Voted: 19
I didn't vote because I think instead it should work similar to King Of The Hill type fighting. Basically once a gang takes over a town they must stay in an allocated area (maybe the mayor's building) until the time runs out for town capture, if they decide to leave or have less members inside the area than set by the rules they cannot capture the town.
This is a good idea. In addition they would have to fight waves of militia for the whole 20 mins. No more bluesuit captures, gangs should pack lots of ammo and medical supplies if they wanted to endure this fight.
This idea is not so good: What is team take the city then leave one person in the fartherst corner of some building and the remnants flee from map - will such check passed or not, or what if all of them drops their gear after taking city and take it away with some train-alt? From another point of view - if TC requires to stay all TC squad members alive fully geared all the TC control time then it is practically impossible as well, because someone will surely die when another faction will try to attack the city during this time. Neither one nor another way is not good for implementation. I suggest simple and easy improvement in tc control algorythm with no any side effects or possible exploits - just check the TC squad gear. Then squad may leave town at any time.
Am i understand correctly that kill of the hill will work in next way?When city is taken, then small gear check is made (as described in first post). And if these people stayed in city, then other gang should have better equipped team to retake (or basically killed previous gang defenders).If defending gang left, then only initial gear check should be .E.g. if 5 people in metal take city, 1 left, and 4 stay somewhere, then gang that want to retake, should have at least 4 people in metal. Or they could kill those 4, and retake city with default gear.This way defending team could choose location where to defend.