So, I had some time looking through the newest demo, and I believe felgen is going in the right direction.
One of the major problems ol' redplanet had, were the teams being scattered out too much. The remaining players from the enemy team, after a succesful push on the point, would often held most of the defending team back. While the rest of the team were held back, a single scout would grab the flag and deliver it at the enemy base, since half the enemy team were busy spawncamping, instead of defending.
The small 15 sec. cooldown on capture, allows both teams to first clean the area around the spawn, then regroup and prepare to respectively attack and defend without the fear of loss of time. During both tests, it feeled like there were a greater tendency to push with larger and more organised groups of people, contrary to the single scout pushes frequently seen on redplanet.
It's not rare ocurrence however that lone spies/pyros/scouts roam around the enemy base, while both teams are clashing at their point. I don't know if I should make wacthing the flanks easier. It's probably not that big of a deal, since the teams are unorganized after all.
I'm more corncened about the compexity about the gamemode and layout. The concept of delivering a flag at the enemy base is still very alien to many the first time.
People also sometimes seem to have a hard time navigating the houses between the mid and spawn and insist on pushing through the tunnel/main route, instead of alternating between the routes to work around the enemy.
So if someone have a hard time understanding the layout itself, then please say so and specify which areas are troublesome and why.