How would fighters not see any action of there were only 2 objectives, or even 1 objective? Especially if they were close together. Chances are you would get a massive force together, and then a smaller attack group would split off to the secondary target. Make it so both targets must be hit? (Is that how it is currently?).
As it stands now even with each side having to attack, defend, or escort to a target some don't see action. Rare, but it happens. The success of FSO has much to do with everyone seeing action. I am not keen on targets that 'might' be attacked, but 'must' be defended. Can make for a long two hours if no one shows up. To answer your question every target must be attacked by the 60 minute mark. That way everyone is guaranteed action.
Having targets next to each other create a sky full of AC. In the past we have guys getting shot down and never seeing who shot them. With the updates that is not so much an issue any more, but I generally don't want to see 200 AC fighting in one sector.
I disagree. It's a function more of the player base than of individual players. The majority of FSO players nowadays follow enemy to the ends of the earth, chasing down every last enemy they can find once they get the slimmest of numbers advantages. They never break off unless the rules say "don't fly past this line" -- often chasing targets hundreds of miles JUST to make the losing side suffer that much more. It's unhonoarble to some extent (as much as can be said in a video game)
First off your making the assumption it is the guy on the losing side that is being chased. We have all been chased a long way and being in the winning or losing side is irrelevant.
I think most chase the guy down because they want to get another kill and have some successful action. I doubt many are thinking, “Ya, I can get another 10 points for my side if I get this guy!”.
They are just having fun! I think the flip side is also true. When a player gets shot down they don't think, “Darn, I lost 10 points for my side!”. They are talking to their squadies hoping one of them will get that guy!
Your comments don't ring true here. It's not the case that everybody instantly wants to die for points. It IS the case that they may decide "You know, it's not worth my gas and ammo to chase these guys away for no extra points when my strat needs defending"
I don't see that happening. The only reason someone might break off from chasing an enemy would be:
1.They think they can't catch him.
2.He has friends coming.
3.Too far and too boring. Might have better luck elsewhere.
4.C.O. or flight leader asks them to break off for various reasons.
I am not sure that players will be any more concerned for strat if their AC are not worth points. Squad/Players defend strat because they know they will see action. If we just put up targets and told everyone to attack and defend what they want, players will fly toward the action, every time. Squad/Players defend strat because it is a rule and they know they will see action.
Points in FSO satisfy the competitive among us who wants to know if they won or lost.
Points in FSO offer some kind of guideline to CM's to see if the event as as balanced as they hoped it would.
Beyond that points don't do much when your in a fight and I certainly don't think they do much to alter the behavior of the general players.