A much smaller Ancient (although his teeth are cooler looking).
Anyhow, I'm still testing how all this works, but basically, what I'm doing is:
1. In small battles, there aren't any capturable points.
2. In large battles, the point balance and structure's been changed, largely to balance things a little more and to make that part more explicitly RTS-like.
3. When Nav and Sensor points are captured, various "guardians" appear on those points, holding them for players or the AI.
Right now, I'm not totally happy about how they're working, largely because they work in the player's favor if they choose to go turtle; I think that I'll have to differentiate between enemy points and player points so that if the player allows the enemy to Zerg Rush all the points, they're going to lose eventually. In the longer term, perhaps they can even be differentiated for various Factions, so that, like any classic RTS, there are characters that fit the Factions, with different strengths and weaknesses.
I think that's something that can be figured out over time, as this idea gets fleshed out. It certainly makes capping points a lot more interesting already, though