Capture Changes Coming in v1.31- New Screenshots
(68 votes, average 4.50 out of 5)
Written by RAFTER   
Thursday, 08 October 2009 10:11

RAFTERThe basic capture mechanic in Battleground Europe has remained unchanged since 2001. While there have been additions and changes to rules surrounding captures such as timers and orders, the basic "table humping" action is the same since the game began. That will change with the 1.31 update currently in Beta testing.

Beginning with v1.31, the action which will trigger a capture event is the presence of enemy infantry inside a capturable building. This method of triggering the event eliminates the need to make physical contact with a capture object such as the crate/radio found in v1.30 but there are no changes to the rules which govern when a building is capturable. Radios will continue to exist in the game world as cultural objects, not capture objects.

A new HUD element has been added to the game which will provide more information about your location and status of any facility.

Within the new element there are icons which represent your location in the world;

  1. Terrain: this icon indicates you are not in proximity of a CP
  2. Flag: this icon indicates you are in proximity of a CP
  3. Building: this icon indicates you are inside a building

Also displayed is information associated with different icons;

  • Terrain
    • "No Towns Near" message
  • Flag
    • Name of CP
    • Ownership status display bar (indicates what percentage of the CP is owned by your side versus the enemy)
  • Building
    • Name of facility associated with the building you are in
    • Ownership (ownership progress bar indicates the percentage towards ownership of the facility)
    • Capture status (eg: "capturable", "not capturable", "enemy capturing" messages)

The colors of the ownership/capture bar are the same as your friendly and enemy icon colors as modified on your Settings tab. The default is blue for friendly and red for enemy.

Example Scenario #1

You are inside a capturable building owned by your own forces. The new HUD element will indicate you are inside a building with the building icon. The ownership of the facility associated with the building will be indicated by seeing the bar filled completely with green. The capture status will indicate that the building is capturable as dictated by the game's rules.

An enemy infantry enters the building. Immediately, the ownership progress bar begins to fill with red. This indicates to you that the enemy has begun a capture of this building. The meter will increase the amount of red and decrease the amount of green as the capture continues. If the meter fills completely with red, a capture by the enemy is complete.

To stop the capture before it is complete, no enemy infantry can be alive in the building. Once all enemy infantry have been killed or forced out of the building, a reversal of the meter's capture progress begins until completely filled with green again.

Example Scenario #2

You enter an enemy capturable building. Your new HUD element indicates that your presence has begun a capture event by filling the red ownership progress bar with green. You take up a defensive position inside the building as the capture progresses. During the capture process, an enemy infantry shoots and kills you. The capture progress made during your time inside the building begins to degrade. A friendly infantry enters the building, and the capture event continues from the current capture progress. It does not start again from the beginning. If the capture event was 50% complete when you were killed but was degraded to 40% between the time you were killed and a friendly entered the building, the capture event would progress from the 40% point.



Capture progress is degraded when there are no capturing infantry present in the building. The rate at which the capture degrades in approximately twice as fast as the rate of capture but this may be modified in testing.

This new mechanic means that to ensure a capture continues without interruption, you must keep at least one friendly alive in the building. As a defender, clearing out and keep building clear of enemies will ensure the capture progress is degraded as soon as possible.

At this time, the number of infantry present will not act as a modifier to the capture or degrade rate. This is something that we may move towards in the future.

This feature is going to require significant play testing and possible adjustments before it is ready for campaign play. We ask for your feedback and questions.


Capture FAQ

Q. Are there any changes to the capture rules?
A. No, the only adjustments that are being made with the new capture feature are the timers for how long a capture takes and how quickly it degrades when a capture event is interrupted.

Q. In the current capture mechanics, you aren't able to fire your weapon during a capture. Any change?
A. Yes. During a capture event you can fire your weapons as you can any other time.

Q. Will radio tables have any function?
A. The tables were replaced with a radio/crate object in 1.30. These will no longer be used for capture. Radios will continue to be placed in the world as cultural objects.

Q. Is the mini-map still going to display our LAT/LONG?
A. No, there are some changes coming to the mini-map. LAT/LONG is now displayed on the new HUD element as seen in the preview screenshots.


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Comments (43)
1 Thursday, 08 October 2009 16:10
Excellent work.
2 Thursday, 08 October 2009 16:37
I think this change will be very intersting.It may remphasize teamwork as the "table" has gotten significantly larger!! LOL
3 Thursday, 08 October 2009 16:56
One enemy soldier will move the capture bar in his direction, even if there are 10 friendlies in the building?
4 Thursday, 08 October 2009 17:50
So does an enemy have to clear the CP before the capture starts? He should have to.. Defender w/out HUD = Sad..
5 Thursday, 08 October 2009 19:07
Sounds like a fantastic improvement. Not being able to fire my weapon or move was so stupidly frustrating. This will be way more realistic.
6 Thursday, 08 October 2009 19:18
OK, "CP" = "chokepoint" = town (Ever anything else?) Ingame CP = "capture point" = flag. Will never change. CRS should adapt to players, sorry.
7 Thursday, 08 October 2009 20:06
This is a significant change... I love it :-D it'll be even more important to defend and attack in force in future.

Good job CRS!
8 Thursday, 08 October 2009 20:39
So if a defender and a capper are in the building at the same time, the progress bar always moves toward the capper?
9 Thursday, 08 October 2009 21:49
Any plans to make the ratio of attackers to defenders effect the speed of capture. More defenders slowing the process, more attackers speeding it?
10 Thursday, 08 October 2009 23:12
Looks great. Watching infantry with rifles running around trying to cap and prevent a cap should be entertaining.

11 Friday, 09 October 2009 00:04
if there is 10 friendlies in the building that 1 enemy wont live long...
12 Friday, 09 October 2009 02:23
Exciting news! :)
13 Friday, 09 October 2009 04:24
Sweet! :D

Now that the capture will last more time, will points be gained by capture of different way? (for example: 20% = 2 points).

14 Friday, 09 October 2009 04:42
Still planned before the end of this fall ??
Answer me before the psakayatrik hospital get me !!
15 Friday, 09 October 2009 08:15
Awesome, and the new capture facility sounds great!

Question - who will the capture points work?
16 Friday, 09 October 2009 08:27
merc88, merc87, merc86
Can we climb trees again?
17 Friday, 09 October 2009 09:42
Awesome! Controlling a CP/AB/ETC not only from the inside but also the surrounding outside area, will make for more strategic and formidable assaults.
18 Friday, 09 October 2009 10:06
regarding the capture system. A great idea, as for a multiplyer affect,i think having 3 inf or more to double recapture rate would be sufficient S!
19 Friday, 09 October 2009 11:49
When a building is NOT capturable, the bar should be/stay greyed out ...more intuitive & less annoying, users need to interact with it constantly.
20 Friday, 09 October 2009 12:07
Beautiful, just beautiful. Good work, Rats! This really is a whole new game now...
21 Friday, 09 October 2009 13:27
Will it be possible to immediately start to re-capture a building if one or more defenders is still inside the building when it was captured?
22 Friday, 09 October 2009 14:15
The new capture buildings are sweet. 1.31 seems to be the patch that just keeps on delivering.
23 Friday, 09 October 2009 15:18
So the enemy will know immediatlely when a cap is in progress? Wont that be a little weird?
24 Friday, 09 October 2009 15:24
If someone takes the time to sneek into position and cap because no one is guarding, isn't it unfair to let someone know that isn't watching?
25 Friday, 09 October 2009 15:36
OMG RAIL! Am I going to get run over by ghost trains again, or will the be real!?!?
26 Friday, 09 October 2009 18:33
I don't think "table humping" is accurate. More like table sitting still, or table rotating in place. Fortunately we'll soon be free to hump though.
27 Saturday, 10 October 2009 04:33
There can be ten friendlies in a large building and one mole.We are going to get moleing type behaviour in the buildings like the railway building.
28 Saturday, 10 October 2009 06:10
Is there a "blown" state to each of these new buildings ? and if so - will blowing the buildings kill the occpants ?
29 Saturday, 10 October 2009 07:26
Your stocks are rising number two....
30 Saturday, 10 October 2009 22:41
Now I have a big stupid grin slowly spreading across my face. I've felt a sense of pride playing this game,you guys are seriously just blowing me away
31 Sunday, 11 October 2009 00:59
Will be on HUD spawnable status of CP? It is important to tell apart important Cps from less important. I will welcome this information in HUD.
32 Sunday, 11 October 2009 11:03
My jaw dropped on seeing the new capturable buildings.
33 Sunday, 11 October 2009 16:15
s! Can these "Capture Points", especially the new AB "bunkers" be destroyed by bombs so there would be more than one entrance to the complex? Thanks!
34 Monday, 12 October 2009 05:55
sweet! So, two of each side in a CP starts capturing already? That's a disadvantage for the defender, no? Schouldn't it be vice-versa? Sweet, however.
35 Tuesday, 13 October 2009 13:06
CRS please find a way to clearly label which CP's are spawnable and which are not.
36 Tuesday, 13 October 2009 20:23
This has nothing to do with the topic but i just thought of this. it would be cool to introduce submarine warfare into the game
37 Wednesday, 14 October 2009 02:58
Many old players of the french community will come back to try out this new version. Hope 1.31 will make them stay until 1.32.
38 Wednesday, 14 October 2009 14:42
It is very cool. It is more than I expected. Well Done! Too bad for me, still in college except Christmas gift.
39 Thursday, 15 October 2009 07:07
What game are those screen shots from?

The rules make perfect sense IMHO
40 Thursday, 15 October 2009 08:53
Good stuff. Question - if I'm in a capture building will there be an audio alert when an enemy enters and the capture bar starts?
41 Friday, 16 October 2009 02:48
This is really good for the game. Will the 1.31 come out before new year?
42 Saturday, 31 October 2009 14:19
Was just reading this. Just realized it will tell you while your guarding it that the enemy snuck in.
43 Tuesday, 03 November 2009 12:12
1. Soldiers inches from death be able to capture?
2. 1 minute timer in between capture/recapture Y or N?
3. How close to sense enemy presence.