I like your system Norm, but you're right, many people are vehemently opposed to changing anything. They'd prefer to stagnate the map than accept new changes. It's ridiculous.
I will agree with this statement 100%. I myself am not opposed to most change just ones I precieve as being bad. Regardless the only way to find out truly if a change is completely bad is to make that change.
Re: Capture System Revamp Discussion.
Yes, you can argue that it's going to be "abused" and favor certain classes. But, let's be honest here, was the old system any different? Personally, I think it's dumb that a class like Mutant can run around stalling capture every 29 seconds for ten minutes until his team arrives. What entitles him and his team to the outpost if he's clearly incapable of getting someone off the beacon?
Another dumb thing is when a fast class can get away with running to heal and coming back to negate a capture. All the time the beacon holder put towards capturing that outpost is wasted and he has nothing to show for it... plus he's in a worse off position because now he has to fight a fully healed opponent that he already beat!
What entitles the other team to that outpost? Just because they have a more useful L1 they should automatically gain that outpost?
The second part is mostly micro. The middle outpost is the only one that can be interupted by healing with a fast char mutant, assult, special ops, mech if he gets l2 before capped. If you want to avoid this put more twists and turns into the paths going to the center. Otherwise it is pretty fair because the idiot ran off the beacon trying to chase him in the first place for what he thinks is a kill.
To me your looking to take away advantages from the annoying classes and try to give them to the slower late game classes. I wouldn't think this is the right way to go about this at all. I think in the end it is only going to make those late game classes even weaker.
What this also allows is capturing by multiple heroes together faster, something the current system poorly lacks. I think that would be a welcome change, compared to the "oh we have middle, unless you're assassin we'll have it for the entire game."
Run in 3 guys, tank cannons for 10 seconds, and it's yours.
This has to be the part I'm most looking forward to but, not after the outpost becomes captured as stealing it makes it less important for the team capping the outposts to start. I would rather see this at the begining of the game to capture the outposts than once its been captured.
Top is more valuable then suspected by most. With proper guarding anyone who gets in pretty much wont get out unless they would on bottom/mid.
Its small size makes trapping a potentail capturer very easy, too.
Granted it is good for trying to defend those who try to capture it but, what is the point of an outpost. Look back to m3 where sims were total crap. If you captured the outpost it did nothing for you.
It provides 2 extra spawn for the enemy to kill and when you need to heal you have to go all the way across the map back to heal again. If someone comes in solely for the purpose of killing that gyser you will never know they were there unless you happen to scout it with something. Or later found the gyser dead which of course loses you valuable minerals.
None.