I fully support the reduction of visual noise for pings and minimap alerts. The alerts are lighting up 4 times, are huge and create a lot of visual noise on the vital tactical (mini)map. It should be reduced to 1 or 2 times, that would help a lot. Maybe add an option for that in the menus (along with hotkey setup but that's a whole different story). Your suggestion would fix part of the horrible UI for me.
I never really noticed how much they bothered me until I started playing CoH1 again. Once I had the comparison fresh it was all over.
Capping circles are a design choice. While I agree that they make the territory fluctuation quite fast compared to vCoH, I guess this is part of CoH2's identity and design philosophy now and surely deserve their own (controversial discussion). I'd say leave them be like they are now since changing that stuff implies a more fundamental change in design philosophy which is kinda late now if you ask me.
Oh no doubt it's late. But at the same time I feel like the lack of active capture is something that's contributed to a number of reoccurring problems with this game. For instance, maxim spam being superior to conscripts. If conscripts had the added advantage of being more readily able to capture territory without having to break down their weapon, it might help. I mean, it's not a direct fix, but it's my belief that there aren't one or two major things that need a single change in CoH2. There are just a number of subtle and universal issues that affect the whole game.
For the resource distribution among territory points I would say that giving more siginificance to certain points would be beneficial, since currently the dedicated fuel/muni points take much longer to cap, but give relatively little income of that resource to make a significant impact. I would suggest something like +4/+2 instead of +5/+3 for normal points, +9 instead of +7 for fuel points and +14 instead of +11 for muni points. The system in vCoH was kinda cheesy imo and led normal points being completeley ignored unless for connecting/cutting off sectors and made resource income too inconsistent imo (but also more critical). One could account for that when making maps, but the former suggestion can be applied directly and is less drastic.
You could also go and make it like in dow2 where you get more resources for holding a point for a longer time. This would reward players that frequently contest their opponent's points while holding their own and urge players to not ignore a part of a map completely. Of course all of this doesn't take faction design into account and would also promote camping, but I guess the mechanic of holding and contesting cutoffs is already doing it's job quite nice.
Indeed, there are many things that could be done. My suggestion is just one of them, but it really is where I find the greatest issue with CoH2. (The other is how every faction's vet is effectively the same.) The maps and resources are so incredibly generic that there is little purpose to maneuvering or positioning. Rarely can a player actually contest their opponent's resources without a total victory or defeat. It's not a game of what territory you hold, but how many. As a result holding territory is just simply not as important as consolidating map presence. Resources are more or less assured for both sides unless it's a roflstomp, and no faction (or map) really allows for opportunities for denying their opponent.
And most of all this change wouldn't affect any existing maps (necessarily), but would allow for much more superior development of new maps. But this suggestion has been one I've carried with me since '13, and it's really become highlighted after this whole map contest shenanigans. The reason there's so many subpar maps for CoH2, (and why the CoH1 maps that were ported just don't seem to work) is that there just simply aren't enough tools for map makers to create an interesting and balanced map.
There's just zero room for creating anything other than a fancy chessboard with balanced/identical cover and buildings.
In the end there are many ways to implement resource distribution in different ways, but most of them would need lots of playtesting and a dedicated effort to iron out balance implications and refine the mechanics, therefore I just root for simple number changes that favor designated resource points a little bit more.
Just my 2 cents.
I'll take pennies any day over being ignored by the apathetic.