Right now in LD a "cap" is counted in your stats every time you are standing on a point and the point shifts to your side. I feel that this misrepresents how capping actually works, and while this stat should remain, several more stats should be introduced:
1. Total capping
How much progress you contributed to capping over the entire game, capping or uncapping.
2. Uncaps
Number of times you were on a point while it was returned to it's "neutral" state.
3. Anticaps
Amount of time you stood on a point while a player from the other team stood on the same point. If multiple players from the same team are on the same point, they gain this slower, and if there are more enemies on the point they gain it faster (amount of time on point/allied players on point*enemy players on point). For example, if you and one allied player were on the point, and there were three enemies on that point, and you all stayed on the point for the duration it normally takes to cap a point (this situation is unlikely, but it's an effective mathematic example) you would get 1/2*3=1.5 anticaps.
The following was written to clarify later in this forum:
When you are on a point at the same time as an enemy player, all capping on that point is stalled, as though there are no players on the point at all. This measures that. It's not a really significant addition, but it's easily measurable and currently left out of stats. The thing that is probably confusing you is HOW it's measured.
The intent behind the measuring system is that when you stall a cap, you get all the progress that you are cancelling dropped into your "anticap" stat. It would be as simple as "time on cap point*enemy players on cap point", but sometimes there's also an allied player on the cap point. Since you only need one to totally stall capping, all progress is divided amongst those on the cap point. So it ends up being "time on cap point/allied players on cap point*enemy players on cap point". Hope that clears it up.
Let me clear this up a little
You get 1 capture if you were standing on a point when it is captured.
You get 1 defend for an enemy killed in a radius (I don't know exactly but it's somewhere around) of a control point you own. (Unknown if simply being in there counts, or if you have to contribute to the killing. I believe it's the former)
Now, to comment.
Total capping: How would that be presented? Percentage?
Uncaps: I'm all for this. +10
Anticaps: I'm a little confused, but I don't see (from what I assume) any point to this.
To add on, I suggest a "Capture assist", where you assist in the capturing of a point. This way it would make players who died on a certain point before it was captured feel better. HOWEVER I'd rather keep it simple, simply being a "1" for having stood on the point at least for X time before a successful capture.