Contesting points/payloads

It makes little sense to me, especially on payloads, that a single person can keep a payload from moving or an objective capture from progressing even if the entire attacking team is on point/payload (from here on out just referred to as the point for my typing convenience).

Contesting points and payloads should take into account how many people of each team are present and adjust accordingly.

To start, we have to assign a capture or push speed to the point. I’m not certain on capping a point but I do know that it takes 3 people pushing payload for it to go at it’s max speed, which we can call 100%. I think 3 people capping a point is also the max and any more won’t make the point cap faster, but I’m not certain. Again, it’s maximum cap speed, we’ll call 100%.

I’m also not sure how the speed increase works, if each person is providing a flat 33.33% speed, or if there’s some form of DR at play where like 1 person caps at 50% speed, 2 people cap at 80%, and 3+ caps at 100. The first thing we really have to do is say that each person increases the speed at which a point caps or the payload moves by 33.33% of maximum.

Now we can get into the meat of this overhaul. Rather than a single defender being able to negate 100% capture/push speed, defenders can only negate 33.33% of max speed, this means if there are more attackers than defenders, the payload will still move or the point will still cap, but depending on the number of people in question, it might not move at max speed.

Example, 3 attackers capping point. It’s capping at 100% speed. Defender Mei jumps on point and pops ice block. Instead of capping stopping completely, the capture rate drops to 66.66% but it still continues because defender Mei is outnumbered 3 to 1 and can only negate the capture speed of 1 attacker.

Another example, 4 attackers are pushing the payload. It’s moving along at 100% speed. 3 defenders arrive to contest. They negate the push speed of 3 attackers, but because there’s 1 more attacker than defenders, the payload still moves at 33.33% speed. In order to fully stop it the defenders would need 4 people there, or kill one of the attackers pushing it to drop their number to 3 or less.

It just makes more sense to have the speed and stalling be determined by the number of combatants on the point instead of a single defender being able to stop an entire team from capping or pushing.