I just watched the video and all I can say is...the only question I asked when T:V was announced was if there would be a flag indicator included in the game...I was told there were no plans to include one...well obviously plans do have the tendancy to change, but I had hoped they wouldn't on this occasion.
O.K., the flag finder DOES allow everyone to always know where their objective is, but that is also the problem. T2 became a back-cap only game. There was no way that you could get away from even a semi organized and competent defense unless you were going directly away from them. Even then, people just aimed at the flying flag on their screen w/ the laser rifle. It took one of the most interesting aspects of the game of
Tribes (not t1 or t2, but tribes in general, just so someone can't say "Well this isn't T*"): the round-about route.
That is, because everyone knew where their flag was 99.9% of the time by just turning in a circle the option of making a route that tricked the defense was removed. An example, Red Death in T1 playing Snow Blind where someone (Torment, pr0nigy maybe, I dunno) used a route that went out behind the base and then across the middle of the map. The emphasis was on the defense being able to stay close enough to the person with their flag, or else their chances of retrieving were greatly reduced. This was a case of two very good teams playing eachother and showcased T1's capacity to be creative.
A look at t2, now. We'll look at classic, since the speeds and gameplay will hopefully be more in kind with T:V than t2 base was. We will also ignore the team size difference, as it has little bearing on the result (other than the number of cg's aimed at the carrier). In nearly any level, and certainly at the top level, of t2 comp. capping was reduced to high speed grabs from the back 160 degrees (roughly). Because a light d could see the exact location of their flag just by looking for the indicator, it made intercepting a carrier infinitely easier than in T1. Say someone grabbed from the front of a flag stand: first of all, as soon as the defense hears the flag grab sound those with a laser rifle will switch to it while beginning to track their flag. Instead of being forced to choose their target, they look for the big flying flag and shoot at it, or move into a position to shoot. Let's say that is one or two of the LD, and they both miss. The rest will immediately track the flag icon and disk jump to intercept. The carrier's ability to out smart the ld with a creative route is removed, because the carrier can be tracked without being in visual range. So now the carrier is forced to accept the reality of the situation and look for the fastest way away from the defense, becasue the creative way has been removed. That said, all that is left is the high speed back cap, and that is one of the things that made t2 less fun for me. Anyway, that's my opinion, and I hope I backed it up enough for colossus to deem it valid