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Note: I originally posted this on the Wild West forum, but thought this should be here too. I was really bored at work. Really, really bored.
While generally regarded as inauspicious, “base-camping” (encircling a base in capture-the-flag style play) should be seen as a valuable offensive and defensive strategy. Overcoming the current rules of etiquette would be the first step in making base-camping acceptable behavior. This can be done by differentiating what is base-camping as a strategy from unsportsmanlike conduct.
The biggest argument against base-camping is that it slows down the game. The ability to rejoin the action (respawn) is one of the elements that make capture-the-flag (CTF) style play so popular and exciting. Base-camping prevents the spawning of players and thus diminishes the excitement of the game. But the act of encircling a base should not always constitute a base-camp, especially if there are valid strategic reasons for doing so.
Base-Camping As Offensive Strategy:
Since acting offensively and defensively are somewhat subjective in CTF, for purposes of this discussion “offense" refers to action that takes place on the side of the grid opposite your home base.
When the other team has your flag, shouldn’t you prevent the flag from entering their base as best you can? Ideally, you should attack the flag holder in an attempt to return the flag. However, simply encircling an attacker’s base is still a valid technique for preventing the flag’s entry, although a very passive one. This is reasonable in some cases. For instance, if your own defense were not properly set up, returning the flag could be disastrous. An aggressive attack against the flag-holder could cause you to return the flag immediately into enemy hands. A more passive attack might allowing the flag to remain in open space temporarily, allowing your team enough time to set up a proper defense. Playing a “passive-offense” like base-camping increases the chance the flag will be dropped without you returning it immediately, although in a precarious spot. (Note: For those who find my concept of passive-offense implausible, I liken it to the principals of Aikiko.)
Many players don’t object to encircling an enemy’s base when the enemy is immediately trying to get in with the flag. Even less objectionable (and more common) is “corner-camping” where the entire corner housing the base is cut off. Since they both achieve the same result, why should corner-camping be more acceptable? One reason might be because corner-camping is very difficult to maintain for long periods. But likewise, so is base-camping. And after all, if the attacker was good enough to get the flag, getting into the base should not be nearly as difficult.
Base-Camping As Defensive Strategy:
Encircling your own base might be your best option the thwart excessive spawn kills. In rare cases, your team may fall victim to a vicious attack where your enemies will repeatedly respawn and kill you, racking up massive points. This is usually coupled with “assembly line” style transport of your flag to their base. In a matter of minutes, your team will not be able to recover from the points lost.
The first step to stopping the onslaught is to stop or control the spawning. This would be decidedly difficult. However, if you manage to cut the enemy off from your base by encircling it, and your team still cannot recover, the next step should be to suicide when last and start the next round.
Unsportsmanlike Conduct:
The following examples of base-camping are generally in disagreement with current CTF etiquette.
Camping your own base during normal play (as opposed to extraordinary play in the spawn-killing example above) seems to have no valid strategic value and is probably the most highly irritating form of base-camping.
Camping either base to stop a specific player from entering the game may have limited tactical value, but is best handled by reorganizing your team, dialog, or a kick poll if the player is a nuisance.
Camping the enemy base during normal play clearly has tactical value, but ruins the excitement and fun of the game and should be avoided. The exception to this is the instance when only two players remain with this condition: the enemy has your flag and you are empty-handed. The result of this confrontation could sway the match, and while tiresome to watch, it is unlikely to turn into an endless “sumo” match - a problem common in fortress play. While strategically valid, it is also extremely foolhardy and should be avoided.
Final Thoughts:
Determining what is “base-camping as strategy” and “base-camping as poor sportsmanship” is somewhat arbitrary. Nonetheless, base-camping is a part of CTF. The hard solution to base-camping is to simply change the base radius and cycle wall length so that it becomes impossible. The other option is to use thoughtful discretion when using the term base-camping as a negative connotation.
While base-camping is considered an annoyance, it is a small annoyance at best. The majority of players that base-camp are usually new, inexperienced and unskilled. They can usually be deterred with dialog. The more persistent base-campers are usually trolls who will eventually get tired of getting killed and leave.
Ideally, the strategic value of base-camping will be distilled from the unfavorable side, perhaps with a new, positive term attached to it.