New Lockdown Scoring system as of May 24, 2012

So during testing, I did an analysis on the new scoring system.
I'm glad to say that they made two changes that are not disclosed in the patch notes:
1) 8 minutes games (vs 9 from pre-patch)
2) points are accrued every 5 seconds. (vs 10 from pre-patch)
What this means: (calculations are based on scoring systems and math, so it may be off from real world numbers a bit.)
5-Control point games:
If you get all 5 CP's, fastest game possible is about 5 minutes (up from 3 minutes from pre-patch)
Assuming a team holds ~3 control points on averge the whole game, a match should last around 6.25 minutes. (up from 5 minutes from pre-patch)
3-Control point games:
If you get all 3 CP's, fastest game possible is about 4.6 minutes (up from 2.8 minutes from pre-patch)
Assuming a team holds ~2 control points on averge the whole game, a match should last around 5.2 minutes. (up from 4.2 minutes from pre-patch)
So far, my games have been 5 - 6 minutes for 3CP games. 5 min game was a complete stomp.
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Thoughts on new system?
I'm nice that it's easier to make a comeback, while not necessarily dragging on too long. The longer average game is okay, but if it's a complete stomp, it may be a bit annoying. (like if it's 4 v 1 due to 3 drop outs)

I honestly hate the new system.
At first things may seem peachy, comebacks more likely, and whatnot.
However, if you're getting beat down, no matter how much time you have, you're still going to lose.
Games drag out for too long, spawn camping lasts for days, it promotes more leavers and more rage.
Honestly, the only reason OOO implemented this scoring update was to gain more CE from revives considering the games are longer = more chance for CE revives.

um no bacon strip, I've layed quite a few games and we were losing about half way, but by the end of the game we on or was close to a tie.

This actually makes games easier to control. It makes recon the most valuable class, and from what I've played it doesn't take much to completely turn the tide of a game.

It makes recon the most valuable class
Recon the most valuable
Valuable class
Recon
I don't want to live on this planet anymore.

Edit:Removed comment, it felt too...I dunno... :/
I don't like it.
The old linear system was fine, this feels like... point welfare.
Also, with the large and hopefully transient influx of new players, there has never before been so much debilitating lag and polaris spam. It's really ruining lockdown right now.

I really don't like the new scoring system. This would make it better if your team was even but 9 out of 10 times random lockdown teams are totally off balance so one team gets curb stomp anyways. Now people just getting to wait double the time than before for the pain of waiting in the locker room to end. Seriously it might look good but if you are going to lose you are going to lose no matter if it take 3 or 5 minutes. If you were going to make a comeback in some way you would have done it already before the game ends. Now it just gives people incentive to be lazier in capping points and running around since the match last longer and the point aren't worth as much after you have half of them.

I'd prefer a world where Striker isn't the #1 go-to class in any and all situations, please and thank you.
I see Recons becoming more valuable, possibly even more so than *gasp* Strikers as a step in the right direction.

Lopsided matches aren't fun, and spawn camping does make them worse... Earliest today I even ran into someone exploiting a bug in the necropolis map to spam RSS bombs through the locker room barrier, which was especially obnoxious. (...and yes, I consider exploiting a game bug to be cheating)
But the scoring system at least stretches out the window where you'd need to maintain control of the board, thereby giving players on the suppressed team a chance to break free. Overall, it's a positive balancing step that irons out very short-term advantages.
If you let your team get spawn camped, you probably shouldn't win. Simple as that.
Anyhow, the new system doesn't fundamentally change this.

Yeah, I'm not a huge fan of it either... I don't really lockdown too much, as I feel that my time is better spent playing games like TF2 if I feel like going out and killing other players.
Longer games = less tokens per time spent.
My analysis on what this actually does for game balance-
So lets say that all of the points are always capped in our hypothetical situation, as the owners of the points cap all the way and don't just leave half capped points. This means that if you have 3/5 points, you're gaining 3 or 5 points per tick. This means that the first, and largest, part of the points is always going to balance itself out.
In the first scenario, where each point is worth 5 flat per tick, we have it so that the first couple points cancel each other out. If team 1 has 2 points and team 2 has 3, then Team 2 is gaining 5 points per tick over Team 1. For every aditional point you capture, you're getting 10 per tick however.
Points gained per tick=10(X-1)+5, where X is equal to the number of points you have capped over the other team. If you have 4/5 and they've got one, then you've got 3 there.
In the second scenario, where each point is worth 5-3-1 or whatnot, then the first part balances itself out- so that eventually, you're making 3 over them with one point over them. But then when you've got 4 and they've got one?
You're making:
5+4+3+2
They're making:
5
Which means that you'd be gaining 9 over them... or 5+4+3+2-5.
I'll just use a table here...
In a game of 5 points, if you own:
3 points=+3 per tick
4 points=+9 per tick
5 points=+15 per tick
Compare to the same table of the old system:
In a game of 5 points, if you own:
3 points=+5 per tick
4 points=+15 per tick
5 points=+25 per tick
Scale these values down, so that you can compare them based on the "base" value of 3...
In a game of 5 points, if you own:
3 points=+3 per tick
4 points=+9 per tick
5 points=+15 per tick
Notice that the numbers are exactly the same as the '3' ones. This means that the scoring change has, in fact, only changed the length of time a game takes.
What of uncapped points?
Lets say that you have 3 points, and they have 1.
You're making 5+4+3, or 15 under the old ruling.
They're making 5... still 5 under the old.
You'd be gaining 10 (old), or 7 points (new). However, under the old system, you'd be gaining 6 points if put to scale with the new system from this scenario, which IS a difference.
The other scenario that I'll look at is 2 points, vs 1 point.
5+4-5= 4 points per tick
5+5-5= 5 points per tick (3 to scale)
What actually changed?
The amount of points you're indirectly gaining from uncapped points when you're ahead is slightly higher. This means that its actually slightly harder to 'catch up' to the other team.

Fehzor hit it on the nail.
The net difference per point captured or surrendered is still linear, so comebacks are not any easier as your deficit diminishes just as slowly as the enemy surplus grew.

Well I was on the test server and I can honestly say I actually really like the new scoring system, even when we were losing. I guess I never met any of those mother[buckers] who spawn camp but seriously guys? Being stomped always hurt, it always seemed like it took forever and spawn campers were ALWAYS annoying. Sure you have like what? An extra 1-3 minutes to wait now? It's annoying I'm sure but instead of thinking you can go out there and take on a whole team hows about we work together, actually chat in team chat, we are a TEAM y'know.
This may not apply to everyone or every game but seriously, when my team is beaten I admit defeat but I see people whining about the teams being one sided. A team can make all the difference against a group of soloers.
Strategy is the key and to make a strategy, it requires communication. Stop being so silent, this is the reason I stick to T1, because I know alot of people who play in that tier and even newbs are talkative, sure don't just stop in the middle of a battle but give teamates warnings, try set up a defense against certain points etc. etc.
It really doesn't matter about how much time, or how many points you gain, as a team you can prevail against anyone, I haven't been on LD since they updated but I do have some pre-patch screenshot which I can post later to prove my point.
TL;DR: Work as a team, communicate and strategise and you can win against any opponent. No need to be pessimistic. And tier one rules.
~The Mighty Cheese Knight; WeeGee

The general consensus is that lopsided matchups should be over quick while balanced games should go back and forth. Why dont we make the last point worth the MOST. So in lopsided matchups the game would end quick and in relatively balanced games the game would last longer since each side would only hold around half the points and never get the huge bonus of the last point.

A bonus for controlling all points would be nice. Get the match over and never speak of it again.

Gives new meaning to the name "Lockdown"
So if a team has all 5 or 3 points (or has "locked down" all the CP's) then they will be awarded lots of points.
Alternatively, if the team has locked down all the CP's, then a separate timer could count down for, let's say 1 minute, where it would be an automatic win.
This might also affect the metagame to be more capture orientated as there is a lot of incentive to capture/defend that last point.

I really like the idea of a second timer appearing to determine how long the opposing team has before they get 'locked down' and instantly lose, however, I highly disapprove of a point-boost. If the other team were to somehow break out of the 'lockdown period' the extra points would have racked up enough for it not to matter whether they broke free or not.
Instead, I would propose that after all points have been captured, a 'lockdown' timer appears underneath the full timer (ineffective during the hustle-period (last 60 seconds)) and all point-accumulations are halted. For as long as you have all points captured, the team performing the 'lockdown' will not accumulate any points, and instead inflict the opposing team with the 'lockdown effect' as explained above. During this period, the opposing team has to deactivate and/or capture a control point in order to break free, stop the timer and resume the game. This way, the opposing team won't get a ridiculous lead, and it would make games more exciting (and in some cases, end their suffering).

The problem with what you are proposing Sypsy and Shidara is that with teams who are off balance but not to the point where they can't get at least one point back every so often. In this scenario it would basically be a tug of war between 1 point where teams just cap that single point because the winning teams needs it to make a lockdown effect happen and the losing team is either capping it because it's close or they can't get to other points. This would essemtially stop the winning from winning faster then the time limit due to points being halted when they have all points but they lose it due to the other team before the timer can run out and the losing team can't get back points to make up for overwhelming difference in skill/uv/armor/etc to actually win which means both teams would have to wait until the timer end to even finish the game. So stopping the point gain won't solve the current slow point problem since it can essentially make people wait until the timer runs out to even win.

Neodasus: This actually makes games easier to control. It makes recon the most valuable class, and from what I've played it doesn't take much to completely turn the tide of a game.
Don't take this too hard, strikers. Decent recons are still hard to find :3

Thing is...if a team can retrieve one point, what's stopping them from retrieving the others? It's all about strategy, and incompetence, laziness and 'pride' are no valid excuses. Cannot form a strategy? You won't retrieve it. Too lazy to form one? You won't retrieve it. Too 'proud' to rely on your team-mates? You won't retrieve it. Besides, I time and time again run into people who believe it's better to let it end than struggle uselessly. Or as I like to call them, 'quitters'. Does your team have one? Don't worry, you'll get locked down.
Also, the current system isn't fail-safe either. This is but an alternative to give you the possibility to end a fruitless struggle. You didn't have one to begin with, and you argue that giving you one isn't going to help in the slightest? Nothing is perfect, we all realise this, but we're proposing an improvement to the system. If you want to counter said proposal, bring up a valid argument to oppose it other than "but this team might drag it on anyway." News flash: it would before as well.

You see this point I'm standing on? Why are you chasing after the noob? Was that kill worth it? We coulda cap'd the base by now. Oh. Great, the rest of their team arrived. Where the hell are you, Striker? Why didn't you just cap the base? You ran away? You only got hit once! If you were so skilled at your killing, you'd kill the morons on the base!
I can tell OOO favors Recon Knights. The Guardian Knights get screwed over (Arkus), and you never see any Striker Knights. (Except for Echo but he's stupid and doesn't count)
As for the scoring system, now that I've typed out more than you will probably have the attention span to read, I have mixed feelings on it.
Don't I contribute so much with all my gamer-entitlement-syndrome stuff?

As I said it's not a necro, if 2-3 days is considered it. I just thought it was particularly more sensible to post on an existing thread instead
From my experiences there is a LOT of pros and cons with the new system
PROS
1. Games are likely to even out, resulting in somewhat intense matches during evenly matched teams (rarely >_>)
2. A somewhat moderate chance to have a comeback PROVIDED your team is good enough/ opponents have a leaver
3. ???
CONS
1. Games drag out WAY too long during even matches.
2. Chance of comeback is somewhat harder as well. Mainly because the amount of points you regain is very little, so if you are about 100 point difference it's pratically near impossible to catch up if teams remains the same [balance-ness]
3. Change was more or less unnecessary. Old system was fine.
LOGIC
1. Why is it that the first point you gain get more points? The term LOCKDOWN gives it a meaning where you have to lockdown the maps- a bigger bonus for more bases held is somewhat more logical, but it'd drag games longer
2. I don't actually call it "improved" when it's more or less near impossible to catch up once there's a 100 point difference and teams remain of same "average skill"
3. Change seems directed towards balanced team games, considering how rare this actually happens during random LD old system is honestly better, it allows you to catch up to the team faster somewhat.
Just my 2 cents

OMG I HATE IT
The games are so boring long now.

I like it. It makes my dmg go over 20k per match now.

Recon is the most valuable class now? You don't say. I just invented the perfect meme.

wth .-.
EDIT: @Doctorspacebar You know I think I'm stupid to not have slapped a copyright symbol there, but meh now it's a free picture from the internet
You know you could've at least GIVEN ME CREDIT for that picture. I mean seriously...
...then again all SK screenies would have to be credited. OwO

@Owao: Oh. Sorry. I just got that off Google Images, had no idea it was yours.

Looks like my imgur image went to google
Crafty google is crafty
... They really need to allow us to run out the clock... You never know what a team can do