In this scenario there will be anywhere from two to five designated areas or positions on the field that we will define as control points. One team will be defending these control points, the other will be assaulting.
The objective of the game is for one team to either hold or destroy all control points. The control point system will work progressively, meaning that once the assaulting team "secures" the point, that point is considered "deactivated" the area of play then moves on to another, "active" control point. The number of control points being assaulted at one time can be dictated as needed, but it works best if there are a few points that are "unactive" at the beginning of the game in order to keep the action going once the first control points are "secured."
SECURING
In order to "secure" a point, the assaulting team will have to perform a timed objective ranging anywhere from starting a timer and having it run for a set amount of time to literally wiring, setting, and detonating a stand-in bomb. Again, this can be modified as necessary or wanted.
The assaulting team is considered to have won the game when they have secured all the control points on the field.
DEFENDING
In order to "defend" a point, the defending team must hold any of the active control points for a set amount of time without allowing the assaulting team to complete any of the objects at that point. This team will have a set timer counting down to zero. Once their timer reaches zero, the point they are holding is considered "held."
If the defending team fails to successfully withstand an assault, they retreat to the next active point.
The defending team is considered to have won the game when they have defended against the assaulting team against a point or set of points until their timer reaches zero.
RESPAWNING
Assaulting Team- The assaulting team will have a number of medics directly proportional to the number of players on the team. This system will be implemented using the usual medic rules.
Defending Team- The defending team will have a respawn point set just outside of the currently active control point, but not at it. This system will be implemented using usual respawn rules with the time required to wait dictated as wanted. This also means that, if the assaulting team secures a control point, their respawn point will change.
This game type can be modified in any way and I also believe that implementing refs or observers would help move the game along.