Generally speaking, in control the team that slays out more, and sends the enemy back to spawn typically gets map control, and therefore control of the zones.
It only takes one player to cap a zone, but multiple players can increase the rate and points from capturing it. However, having more than 3 players on a zone, unless it is IB zone where you LOCK the zones after capping. Otherwise you only want one or two players on that zone, with the others pushing past it to control the spawns.
Controlling where the spawn points are is far more important than the actual zone, and certain zones on some maps should never be taken unless locking the zones in IB. Like Distant Shores for example, holding zone A is a detriment, and without fail the team that pushes past C and holds that back spawn will hold C and B.
When I do play control, I often will have relatively low zone captures. Initial spawn, if I see at least one teammate capping the initial zone, I rush to engage the enemy near the neutral zone to get early map control. If its a map which is lopsided and we are on the weak side, the plan is to try to flip that spawn so after the initial skirmish at the neutral zone, my teammates will spawn with me at the good zone area. If I were to just cap that zone right away, then the enemy would be alerted to my intention, and play more to defend against the flip. Pushing past without touching the zone makes it easier to get the map position that we want.
If its a balanced map, then getting good neutral zone placement and working on killing the enemy until my team can come support is far more important than getting the initial control of the mid point. Its not who caps it first, it who holds it and gets the most kills... so killing is helpful when zones are equal, and often if the first cap is a solo, met by 3 or 4 enemies, they dont hold it long.
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You approach it similar to me, but I'm not talking about people who are making informed decisions based on spawn zones and interception of player movement. What I'm asking about are players literally moving around aimlessly, not checking lanes or preempting spawns.
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People play pvp for different reasons. Some are only in there to tick off a node in the pathfinder, some are there to level up a catalyst. Others to test a build... and there are just to slay out and just look for easy targets. There's often times where you feel that nobody on the team is playing obj, or not playing with the team... different skill brackets have different types of players. I don't really look to deep into it, but I can typically tell how the game is going to go based on the opening movement of the players on my team, and I adjust accordingly.