The crux of the problem is that the game doesn't make a distinction between tiles based on which team placed them, so its hard for the actual game logic to know what's going on there. I was thinking about suggesting that the game distinguish between blue's tiles and red's tiles, but I try not to post until I've considered my point thoroughly to avoid sounding like a dummy.
The fallacy of thinking computers can't do human actions is just that - a fallacy that arises out of not knowing how we ourselves perform our heuristics. For TTH, there is already a solution: Blocks in a certain radius (about 300 units) around a hall belong to the team who owns that hall.
==Continued==
It'd be trivial to implement an invisible node-based capture system to change that idea over for arbitrary blocks, for War-esque gamemodes. Not that I support automated moderation - It's actually fucking annoying.
Sure, you can program computers to do almost anything, given time and effort. My post above was written in the context of the game as written. I'm not so sure it would be beneficial to have automated policing, though; agreed.
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