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Since there's no actual objective in intermission, the time between the Tank and giant, we figured it would make sense to reward red team for destroying the Tank, as it would allow them to prepare for the giant. The crit cash serves as this reward -- it allows red team to setup a stronger defense around the area the Tank died at.
This means, in theory at least, that it's usually better to kill the Tank as fast as possible. The further back you push blue team, the harder it'll be for the giant to make it to the end.
I understand that sometimes blue team can sometimes defend the crit cash and deny red team from attaining this reward, but I haven't really seen this as a problem. All it really takes is one or two red players to reach the cash to clear a whole mob of robots.
Having the Tank die immediately after capping can go both ways. Either blue team keeps red away from the cash (doesn't happen often), or the giant spawns near an angry mob of reds. This has the potential to work out quite well for red team, but it's obviously more risky (and more rewarding) than waiting to kill the Tank a little farther down the track.
In the grand scheme of things it doesn't usually make a huge difference in the outcome of the round. What matters a whole lot more is how well the giant & his team perform, and the strategies red team uses against them.
Your suggestion, while interesting, removes a lot of the purpose from destroying the Tank as quickly as possible. In some cases, such as on Barnblitz, red team could actually be penalized if the Tank captures the second point but not the third (currently the only benefit I'm aware of in this scenario is making better use of the crit cash).
Perhaps the crit cash reward is not flawlessly designed, but there is one thing I like about it -- You get to set up a very strong defense in the general area where the Tank died, and no where else. If it were a global crit boost reward like the one in CTF, it wouldn't matter how early or late you killed the Tank, the only thing that would matter is how many points it captured.
Needless to say I think that would be a step backwards.
The point of the cash buffs isn't to be some kind of weapon against the giant (though they can be in some cases). They were meant as a preparation measure.
All that said, bp's points are solid. I actually agree with Linkisher, while the Crit-cash has important purposes, it's better to change the timers so its effects are always gone once the Giant is into play. With the current system, if the Tank gets destroyed immediatelly after it caps a point, it will unbalance the game to either of the teams depending on how many people are alive on the defending team.