I voted other because for me it's not about what tactic you need to use to capture but the "why" you are capturing a point, if I end up raising or lowering a flag there better be a reason behind it other than "it marks the spot". I'd rather have sabotage something, hack a computer system or break in and spend time reinforcing an area etc.
That is not what the OP described uncapping to be. Not even close to the same thing. They compared it to clicking on a point, waiting for it to go neutral, then waiting for a cap countdown. You're describing something else entirely.
Not really, uncapping is removing an enemy faction's hold on the area to make it neutral, before you cap it yourself and claim it for your faction. Generally speaking it's doing something that can be interrupted while a clock ticks down. It makes no real difference to the game play if you are clicking and waiting for a flag to lower, clicking and your character is disarming a bomb, clicking and your character is hacking a computer, it all comes down to click and wait and hop no one interrupts you. Now interject a bit of RPG to give a viable reason why you have to click and wait (hacking a computer), give an ingame reaction to your actions (the internal turret guns currently blasting away at your squad get deactivated) and you've got a far more immersive and tactical uncap and a take and hold mission to boot. If uncapping is simply lowering a flag and capping is raising one, they had better think of a very good RPG reason for me to do it because that's inane, boring and a badly thought out objective. Ergo not fun in any way at all.
This is just about capping the bases. Everything previous to that should be discussed, like (hacking computers, destroying gates, destroying power generators, cutting supply lines) but this is mainly about when you get to the point of actually capturing the base and still having strategic play.
I always loved how the Orks would cap SPs in DOW. Hammering their Choppaz into the ground, watching the banner rise slowly skyward... so cool. I'd love this to be in the game, but perhaps as the final capture point of a base; the attackers have disabled/destroyed generators powering them spawn rooms (so planting a bomb/shooting/hacking is the capture method here). They then destroyed the gate (again though planting bombs/using siege weapons) and held onto other rooms to hack internal bulkheads and turrets, to progress into the fortresses heart (so traditional hold the area style capture mechanics). After overcoming all these defences and obstacles, they have earned their conquest; now all they have to do is cast down the enemy standard, and raise their own, flying the colours over the battlements to signal a battle won, and a castle conquered. So they basically climb the highest tower, and take down the enemy banner, DOW uncap style, and then plant and raise there own factions banner. A maximum of ten players can do this for speed bonus; any extras are simply their incase the others die, to continue the capture. Once the flag is raised, the base belongs to them. They could make it harder by requiring standard bearers, or players who have bought a banner, to plant. Still I'd love to see this mechanic, mixed with many different mechanics, for some added variety to the game.
I really don't understand why people want such a bland capture the flag style mechanic for capturing a base. I mean taking down your enemy's banners and replacing with your own is something you do after you've already captured the base, it has no effect on the base itself so why would the whole base magically change to your faction when you raise your flag if it is still under siege by the enemy? Either you own the base and are just changing the decorations or you're still fighting for control of the base so switching the flags while in combat should have no effect on the base itself. Let's look at mechanics that actually do effect the base (like taking control of automated turrets, servitors, taking over computers and machines that control requisition and supply to the base, claiming teleporter pads for spawning, weapon dumps, machine pits etc) It seems a lot of you are thinking too much "deathmatch/capture the flag" and not enough what fits into a 40K battle from a RPG stance and keeping action more in character for the faction.
Well in the original Dawn Of War there was more to uncapping than just removing your opponent's flag and replacing it with yours. They were more technical, so points either had to be decommissioned, demolished, or have any booby-traps removed before you could take over the point. And that's after dealing with the turrets your opponent may have placed around it. Something like these would add more narrative to EC.
How is it bland? If, in order to capture the flag, the player has to fight through gates, turrets and enemies to reach their destination, what makes that bland? It's just a symbolic gesture, after defeating all the technical stuff that came before it; spawning is disabled, so the fortress is free of defenders when once the attackers kill them all; but the attacker could leave it unconquered, they have done no act to claim it, merely raid and pillage it. Flying the colours is the final symbolic act to show this is now yours, not the enemies, and they have lost. Better that than standing around while a timer ticks over; why IS the timer ticking over? If the enemy is defeated, then why should conquest be measured by a moving bar? What are you waiting for? The bases AI to recognise you as the new owner? Why do games use timers; to give the defender a chance to strike back. But why should they been given another chance, when their gate has been kicked down, spawn rooms disabled, and defences overcome? Planetside 2 has this, and what does it result in? The base turning from invasion, to giant spawn camp. Poor design. So, if we are going to enable players to disable spawning, we don't need a final, boring base capture bar. Just plant the flag and be done with it. Standing around is more bland and boring than flag planting. And finally, not enough 40k role playing? Too Deathmatch and CTF of a mechanic? How? This is WAY more 40k than standing around waiting for a bar to fill up. We see standards and banners in most armies, so this is a great opportunity to let them show. This is far from a Deathmatch with multiple capture mechanics. Standing around in an area waiting for a bar to load? If there was any defenders in base, that would make the game more of a Deathmatch than a flag plant would.
It would also be incredibly badass if your guild takes it over and when you place your banner, ITS YOUR GUILDS BANNER!! That would be the sickest shit to see ever. Show authority and that. And there could be multiple captures, so you will see what guilds worked together to capture it. Thats the kind of player created content I want to see.