This is a minor thing that I was wondering before. But a lot of times on 'cap-out' maps, the ticket result at the end of the round is never as close as the round actually was. (example; Hurtgen Forrest ends with the Germans winning 500-0 but the Americans had just captured Katzenhardt) And in many of these cases, new people who don't know the maps have no idea that you have to cap out a team to win the game. I see a lot of people complaining; "this is ridiculous, we got crushed because the map is unbalanced, look at the tickets!" or a sector gets capped and I see "we're still bleeding?!" so in some cases I feel like the casual player gets discouraged thinking maps are blatantly unbalanced when the round is actually closer than it appears.
So I got to thinking if there was a way to manipulate the tickets in a way that would show how close the round actually is, and maybe help end rounds that are stalemated with a bad attacking team:
Defenders:
On a 'cap-out' map, the only objective for the defending team is to defend the flags and delay the attackers long enough for them to bleed out. The amount of times they die, and the amount vehicles etc.. they lose has no effect on the outcome of the map. (now that PeB is fixed, the defenders will never lose a map by being killed faster than the attackers can bleed) for this reason I think it would be safe to make the tickets only reflect the value of the flags they need to defend.
Falaise for example; The Canadians start with 300 tickets, 100 tickets per sector. The Canadians never lose tickets unless a sector is capped out. When the first sector is capped, the Canadians go down to 200 tickets, after the second sector they're left with 100 tickets. Once they're capped out they still end up with 0 tickets. This way when the round ends after 2 sectors capped, the Germans lose 100-0 instead of say 400-0. Not a big deal, but the ticket result more closely shows how the round actually was.
Attackers:
This one has a little more effect on gameplay. Right now, the attackers get X number of tickets that bleed till they cap everyone out. It's kind of like a time limit for them to finish the map. A lot of the time tho you see an attacking team that just isn't as good as the defending team, and for the next 1000 tickets they just get repeatedly slaughtered against the defensive lines (PdH) This can make a round drag on for both sides. The defending side is bored and the attacking side is frustrated and gives up long before the round ends. (sometimes this leads to a lot of disconnects)
What I propose is to assign a value of tickets that it SHOULD take the attackers to cap a specific sector. Have them bleed so they have to cap that sector before the tickets run out, and they get tickets added on for each sector they cap.
Falaise again; (note: attackers are always bleeding throughout the map) The Germans start with 300 tickets (just a vague number for now) This is the amount of tickets it should take the Germans to cap and hold Church and Destroyed Battery to lock the Sector. Once the Germans cap the sector and lock it, they gain X number of tickets. (X being how many tickets it should take them to cap St. Lambert South and Center)
Every time the Attackers cap a sector, they gain the amount of tickets needed for them to cap the next sector. In this way the attackers are rewarded for capping sectors quickly (they get tickets added on to what they have left). Also, if the attackers are just not good enough. The round ends quickly and painlessly after a short time of attackers getting slaughtered. (my thinking on this example is PdH where I've seen a lot of teams just not able to get past the first sector and then we spend an hour, 1500 tickets, waiting for the round to end)
I kinda wanna know what everyone else would think of this idea. (maybe I should put it in the suggestions forum) A. is it even possible to do this? B. is it even worth the time? C. would it work like intended or make maps more frustrating?
I just figured it would be nice to tailor tickets to the Sector Push gamemode, instead of tweaking them for the conquest modes they were intended for. Also, the same could be done for objective mode assigning values to objectives (much like insurgency in PR)