You're distracting by bringing up things that don't matter. The point is that they're not scored the same. You have less information about the whole of the match when you look at the final score in turf than you do looking at the final score in zones or tower and it's because of this difference.
No I'm not. You keep saying the whole game doesn't matter and I explain how it does but you call that distracting. If distracting is proving that the whole game of turf does matter then yeah, it is distracting from your point as it proves it wrong.
I agree that you have less information, as you only get the percentages at the end. So there is less hard data of "Oh we needed to come back x%" or "we cant let them get x% more turf" Lots of times you look down at the map in Turf War and it seems even, even at the end before the scores come up, lots of times it looks like your team won when they actually lost vice-versa. So if your complaint is there is no accurate way to track exact progress during the match then you are right. That is a valid point. That
still doesn't mean the whole entire game up until the end doesn't matter. You may feel frustrated and think its not good for ranked for that reason, valid, but like I said before unless you are arguing you could be spawned camped for the entire game, not ink a single thing, and come back in the last minute with any consistency, then I would agree turf is flawed and only the last 30% matters. However that isn't the case no matter how you look at it.
I wonder what Nintendo's thought was making Turf War "casual" and excluding it from ranked.
I explained in my first post that Nintendo's definition of casual is likely based on confrontation. Ranked modes are more specific point focused with a high amount of confrontations. Someone new to the mode wouldn't be able to really get used to the game if they are getting killed every 10 seconds without being able to fully understand the capabilities for certain item abilities or even charge their special. As Box mentioned as well, there isn't a reliable method of keeping track of who is winning other than eyeballing. The ability to track increases incentive and the pressure to win as it keeps it in your face. Not that it wouldn't be there if played competitively as not knowing exactly how much you are ahead or behind also puts the pressure on you, but if you weren't competitive minded it would be something easy to avoid and you could play "casually".
That's not situational, because you always have penalty time if the opponent take back the objective.
If your penalty time is low enough in the end and manage to comeback, that means you already worked hard enough beforehand to get your penalty time this low. If you did major mistakes, your penalty will rise again, you get punished for your mistake.
Turf in the 30 last second doesn't have such a gameplay mechanic.
Going in circles a bit. Like I stated before The penalty time is a handicap. Yes its related to how long you have to hold for but its situational to how long that penalty is. It could be 1 to 60 secs. In Turf there is no penalty time but when in the game you have to make a comeback or hold, depends on the length of the game clock. If you dominate with 2 minutes left on the clock then you HAVE to hold for those 2 minutes. Not 60 secs + your like 5 second clock time. Like I said before if your complaint is that there is no penalty/handicap, that's valid. However to infer that means you
always hold/comeback for longer/more effort in ranked isn't true.