Well, we've been playing with the renewed TC quite a lot of time, and its strong and weak points seem to be already sorted out quite clearly.
What do the people complain about?
-- Too much time to take the town - one has to camp 25 minutes in the area, it's sometimes good, but sometimes unacceptable;
-- Areas designed to provoke controllers to camp in windowless buildings (remarkable exceptions are Klamath and Den only, but they too have flaws);
-- And probably the most important thing: these requirements, along with gear check, narrowed the circle of TC-participants to a minimum of several large factions. It has become boring to fight same people in the same decorations day after day, and as Lordus has mentioned in his topic - there is no fight that can be worth the time consumed by TC preparations that can last hours.
So, what's the idea?
To make every town differents in terms of control. To make them vary in difficulty to take the town and to hold it. To make TC available for smaller/weaker teams and to keep the thrill and profit for bigger ones.
That's how it may look like:
Klamath
Reqs: Tier 1 gear check, 3 people, armor: CLJ+
Time needed: 4 minutes
Reward: 1500 caps, 100 random ammo, 1-4 jets, 2-6 cigs, 2-6 nuka
Reward respawn time: 30 minutes
Militia: 6 maximum, 50-70hp trappers with 10mm SMG/Pistol/pipe rifles, 75 caps each
Den
Reqs: Tier 1 gear check, 5 people, armor: CLJ+
Time needed: 7 minutes
Reward: 2200 caps, 150 random ammo, 5-10 jets, 2-6 cigs, 1-4 nuka
Reward respawn time: 30 minutes
Militia: 10 maximum, 80-110 hp slavers with shotguns/10mmSMG/Desert Eagle, 130 caps each
Modoc
Reqs: Tier 2 gear check, 5 people, armor: Leather Mk.2+
Time needed: 9 minutes
Reward: 4500 caps, 200 random ammo, 2-6 cigs, 5-10 nuka, 1-10 hides, 1-4 jets
Reward respawn time: 45 minutes
Militia: 10 maximum, 120-180 hp leather-clad hunters with hunting rifles/10mm SMG/FN FAL, 150 caps each
Gecko
Reqs: Tier 2 gear check, 5 people, armor: Leather Mk.2+
Time needed: 12 minutes
Reward: 5500 caps, 300 random ammo, 1-4 cigs, 1-4 nuka, 10-20 refined ore, 1-4 jets
Reward respawn time: 60 minutes
Militia: 12 maximum, 100-160 hp ghouls with AR/Sniper/M3A1, 250 caps each
Redding
Reqs: Tier 3 gear check, 6 people, armor: Metal Mk.2+
Time needed: 17 minutes
Reward: 7000 caps, 500 random ammo, 1-4 cigs, 1-4 nuka, 25-30 refined ore, 1-4 jets, 10-20 Stimpaks, 1-5 Buffout, 1-3 Psycho
Reward respawn time: 70 minutes
Militia: 16 maximum, 180-230 hp mercs with AR/Sniper/LSW/Launcher, 550 caps each
Broken Hills
Reqs: Tier 3 gear check, 8 people, armor: CA+
Time needed: 27 minutes
Reward: 10000 caps, 800 random ammo, 1-4 cigs, 1-4 nuka, 25-30 refined ore, 1-4 jets, 10-20 Stimpaks, 1-5 Buffout, 1-3 Psycho, 1-3 LSWs, 5% chance for loaded Gauss pistol
Reward respawn time: 120 minutes
Militia: 20 maximum, 200-330 hp mercs/supermutants with Minigun/Launcher/Laser Rifle/Plasma Rifle/LSW, 850 caps each
The numbers are the first that came into my head, so that surely doesn't look like a well-balanced variant. Anyway, the aim is to make TC cost/profit ratio acceptable for every sort of gang.
Possible drawbacks:
A case is possible when a tough and numerous gang is holding an "easy" city for long time, disallowing weaker opponents to take their chance. We should think of it, maybe there is some sort of solution - I just hadn't time to think it up myself, so it's up to you...
Thanks for reading, I hope I made it understandable.
Lamar Simms, Canadian Army second-in-command