okey lets try to look at this with understanding and logical eyes
MODE:
we got a mode which promote one out of 12 players to be the captain, if that one person isnt very good the other 11 people just wasted time and got a loss to their statistics and lost cash in the process.
the mode is just badly designed in its current form.
does it promote teamplay?
no. no it does not, you have both team trying to zerg the other captain and whoever is successfull WINS! period!.
the teamplay of it is “franticly try to keep captain alive” or “try to suicide kill their captain” either way the teamplay needed in this is petheticly low and you do not have the abilities to actually protect a captain against a suicide squed no matter how awesome you are he will die, if he dies you auto lose if you dont kill their captain.
this in itself is just a horrible design.
but in conclusion, no it does not promote teamplay becouse your only choice is to zerg the other captain faster then they zerg yours and if too many on your team decided to try and defend you auto lost becouse you didnt kill their captain fast enough and they got the respawn while you didnt.
Does it promate Skilled play?
no it does not!.
skilled play will always be there and always have an effect, but one everything relies on one person not dying the skill lvl of the rest of the players means very little in comparison to any other mode.
So does it promote FUN! since in reality thats why we are here.
well this is subjective. personally i do not think its fun to have the “control” taken away from me, i want a gameplay where what i do and how well i do it actually matters and where EVERYTHING doesnt depend on one! person not dying, but depend on equelly distributed teamwork and more importent tactics! which brings us to the next point.
Does it promote good tactics or strategi.
no!
no it does not.
you might think otherwise, but here is why:
deciding weather or not you send 7 or 11 people towards the enemy doesnt really require any tactical overlay and neither does your “tactical decision” or positioning mean much in a suicide bombing, compared to any other mode the tactic and strategi is a bare minimum, actually the strategi is none existing and the tactics boil down to “do we zerg with less or more people; can our captain outrun them for longer or less time then theirs can outrun us”.
the most effective tactic i have seen yet in this mode is to simply take 4-5 interceptors with selfdestruct and static, MWD to the enemy commander, start banging on him and continually static field him, and when you are about to die (invulnerability kicks in) self destruct= WIN! everytime, all you need is for your captain to outrun their team, for a very minimum of time since 4-5 inti selfdestruct will basicly 1 shot any ship, especially adding the additional dps before the invulnerability kicks in. and there is absolutely NOTHING the enemy team can do to stop it, even if they instant burst and CC all 4-5 intis at arrival all they need to do is selfdestruct and the captain is down and you auto lost due to them respawning and you not having the ability to do so.
Last point i can see of it:
does it promote variation and/or skill training?
it doesnt promode skill training at all, since its a mindless zerg scenario.
it does promote variation on the maps though, and therefore a complete overhaul to it could fix the issue:
first of it would need to be setup so that there would be a static NPC base instead of a captain, with a HUGE buffer tank and the ability to get healed, meaning you cannot ninja kill this thing, you will have to actually win and kill the enemy convincingly to win becouse of the “base kill”.
then add a capture point in the middle and make it a “hold the point scenario” make sure you cannot snipe from spawn, need to move at least 10km from spawn to snipe the beacon spot(beacon does not spawn drones.)
with this you would have created a mode where people need to defend a starting point which can be killed if your entire team just sits on the beacon, on the other hand if too many defend the base you lose due to the points the enemy accumulate as well as if too many sits on the beacon instead of moving back to defend the base you lose becouse the enemy kills your base.
this would promote a gameplay experience of defending a “base” without all the negatives which is there due to the current captain system.