-My proposal is that the entire map is divided into basically a grid of flag radii(1), and teams can cap any territory that is adjacent to another territory they control and is linked to the team's main(2). Ticket bleed would start once a team holds more than 50% of the map and increase in 10% increments(Or 5%, or 20%), starting with a very minor bleed to begin with and ending with a large bleed at 90%+. Capping time for flags would be drastically reduces, perhaps to mere seconds, to combat the pervasive "must cap flag" mentality. These changes will at once make maps more playable, open up a wealth of strategic and tactical opportunities, and make the entire map usable. Here's an illustration:

-Each of these grids would contain a flag whose cap radius would extend to the edge of the respective grid. Note that this is an example and any grid would be subject to the demands of the map and some modifications around main bases.
-Each team would start with the main base(Preferably uncappable) and could then cap any grid adjacent to it. From there any grid adjacent to a capped grid with an unbroken chain back to the team's main would be cappable(2). Another illustration:

-As you can see here all the flags controlled by each team have an unbroken chain back to the main base. You can also see how the capping rules function.
(1) - When it comes to a flag radius I am unsure whether it is limited to a circle. If it could be shaped in relation to the grid that would be best.
(2) - Using the second illustration as an example I'll explain the capping rules in a little more detail:
The basic capping rule is "You can cap any grid that is adjacent to a controlled grid that is linked to the main through an unbroken chain of controlled grids". Any grid adjacent to the main base is of course cappable at all times.
If the grid is horizontal then from any grid meeting these requirements can cap any grid to the North, South, East, and West. If the grid is diagonal then grids to the Northwest, Northeast, Southwest, and Southeast are cappable.
If the chain from a team's main base is broken then the unlinked grid or grids will go neutral. In the above illustration, if MEC pushes from the center grid and cap the grids Northwest of it(Neutral and top left corner US grids) then the two US grids just north of the MEC main will go neutral(As an alternative, it might just disable capping from those grids for the US).
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-Now for some re-iteration of the advantages of this game mode:
The entire map is opened up
Maps are more re-playable
No more "flag capped, lets head for the next one on the other side of the map" stuff
Multiple options end the linear gameplay of current AAS
Terrain regains its intrinsic value
Defense becomes a feasible and necessary strategy
Retreating becomes feasible
Many more strategic and tactical options available
Deployable assets become more important and useful
Logistics actually becomes important
And loooooooooooots more







