This game mode was originally released in v165 of War Brokers (June 8, 2018) as a staple game mode in Classic. It has been revamped as of v475 (August 5, 2022).
Rules[]
- 10 minute round
- Team vs Team setting
- Vehicles are removed from play
- A flag marking a capture point changes to a new location every minute (10 total spawns)
- Players must stand in the marked zone around a flag to capture the zone
- Tied player counts of ally vs enemy players results in neutral zone
- No players present in a zone results in a flag lowering and a zone uncaptured
- Every 3 seconds a flag is fully raised a point is awarded to that team
- Flag spawns favor the losing side more
- Team with most points at the end of the round wins
Capture Point is a team-based game that has players fight for control of small zones marked by flagpoles. Unlike most game modes, Capture Point actually prohibits vehicle usage and will remove them from the map while the mode is in play. This results in pure person on person gunfights as each team aims to hold the zone. Players need to stand in the zone in order to capture it. Similar to the 'King of the Hill' mode seem in some games, the number of players in the zone may impact the speed at which a zone is captured—starting at 5 seconds for one player to capture the point. If an equal number of players from each team both stand within the zone, the capture point will be treated as neutral and any flag will be slowly lowered. Unlike a 'King of the Hill' experience, the relevant zone is small in size and relatively open—this leads to more fighting at a distance than any power struggle of numbers within the zone.

Capture Point timers: main and zone reset
While playing, two timers are present at the top of the players' screens. The main timer marks the match time out of the 10 minutes allocated, while a secondary timer below it marks the reset counter for capture points. This secondary timer lasts for one minute before resetting. The capture point will change location each time the timer resets. In very rare cases, a capture point may spawn in the exact same location it was the previous minute. While the zone may have maintained its position, it is still a new zone and will require capturing again before earning any more points.
Teams earn points for every 3 seconds that the zone has been captured by them. The number of points a team has can impact on the spawning behavior of capture points—a team that is losing is more-likely to have a zone spawn closer to their team spawn. Interestingly while the color blind setting will change the zone color to the appropriate alternative (yellow for green; beige for red), the flag itself does not change color and will always be red or green. As the color blind setting results in ally-captured zones being yellow—the same as neutral—players may struggle to identify if a zone is captured or still neutral off of the map icons or the zone colors. These players will need to check for a raised flag in a yellow zone to distinguish between ally-captured and neutral.
While capturing, a capture point's zone will flash between the neutral yellow and the capturing team's team color. This also reflects on the map, allowing for players to quickly see if the zone is under attack.
Availability[]
Trivia[]
- Capture Point is actually programmed for Desert as an available map; however has not been presented as an option to vote for
- If an unsupported map were forced to load Capture Point a neutral flag asset would spawn somewhere but have no associated logic. This means players would be unable to capture the point as it is not an actual capture point but just a prop. Upon the 60 second refresh for a new flag location the server would crash and kick all players, then reboot with a random map started on Team Death Match.
Legacy Capture Point — pre-v475 Aug 25, 2022[]
Rules[]
The rules to the old Capture Points mode are similar to the current ones. Different to the current set are:
- Multiple capture points are marked on the map from the start and do not change location
- Flag positions do not change unless a player raises or lowers it (leaving a zone unattended does not result in the flag lowering)
- Every captured zone earns a point every 3 seconds
- The round immediately ends if one team reaches a point lead of over 250 points
The main offensive strategy for the mode was to run through a zone to slightly lower the flag by a small amount. This would stop the enemy team from earning any points and would allow one player to interfere in many capture points in a short period of time instead of being focused on just one zone. This approach could mean shutting down the enemy's point earning while the allied team could continue to earn points and follow up on attackers to fully lower and capture zones.