Obviously the script has problems.
Well - let's look at this for a second.
I think it is the script that is enabling capturing to begin with. I don't believe that a regular FFA in GSA would allow for capture. I know it works in D2...but for us, having this happen on GSA caught us by surprise.
So, if the script is allowing capture, that's something new to consider. I actually commented in the original EoW thread "too bad you can't capture, because that's worth 200% of the ships BPV". So with the script, it becomes a factor.
Then you have to consider the faulty implementation of it - so you can capture, but it doesn't work as in D2 in that you can't control it.
As to the ships continued hostile action - Duck made comments to the effect that he still had partial control of the ship after capture. That may account for the continued hostile acts. I remember actually saying to him "if they have your ship captured, stop trying to control it" I'll have to ask him if he actually willfully slapped that tractor on after capture, or if the ship did that on it's own.
Aside from that, it appears as if the capture may have resulted in the games crashing at the end - although I am not certain what final action caused the crash. I thought I remembered hearing about some script that would allow capture for OP but did have certain crash issues - perhaps this is the one?
Anyway - let's discuss the above some before round II.
As for other script issues - I know one of you guys said you had issues launching a shuttle at one point, but aside from that (which I have heard being an issue from time to time in general FFA games) I am not aware of any other real issues. The script is quirky - but it seems to work. Any other issues I am unaware of...let's list them.
Ya know - I have doubts that this script was every heavily playtested. I wonder if Centauri Vaughn would be in a position to tweak it further....