A capture point that must be neutralised first and freezes when contested
A flag that flips the moment one soldier steps on it makes every fight a game of tag. Good capture points need a tug of war with a neutral middle, a stop when both sides are present and a sensible way back when everybody leaves. This entry has all three.
Why this works
A fight over ground feels fair when taking it is a push of effort that can be held back and undone, not a switch. A neutral middle makes both sides pay for the same stretch, and a freeze rewards whoever defends.
When not to use it
Skip it in fast, small matches where the point should simply flip on touch, or in games with a single player against the machine where nobody contests. There a slow tug of war only makes waiting around feel like a chore.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 28 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A capture point that must be neutralised first and freezes when contested" (read_entry capture-point-neutralise-then-claim) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP