The payload will move forward if there are members of the attacking team on or near it. Each additional person will make the payload move 16.5% faster, up to a cap of 33% faster when three people are on it. If at least one member of the defending team is on or near the payload, a contest between the two teams will happen, and prevent it from moving forward.
The payload will follow a set course through the map, and passes through at least one checkpoint each map; passing a checkpoint will add time to the match. The payload will stop for a short amount of time at a checkpoint, which is usually a gate or a door.
If the attacking team are not present around the payload for 10 seconds, the payload will slowly move backwards to near the last checkpoint it reached, or to the beginning if it has not yet reached a checkpoint. The speed of the rollback is set, and not affected by the number of defending team members in the proximity of the payload.
Being on or near the payload, the attacking team will heal for 10 health per second. In addition, it does not block line of sight for friendly abilities, such as Zenyatta's Orb of Harmony or Lúcio's Crossfade.
March 22, 2016 (beta)Patch:Some hero ability will now ignore payloads during Line of Sight checks, inlcuding Lúcio's Crossfade and Sound Barrier, Mei's Blizzard, Reinhardt's Earthshatter, Soldier: 76's Biotic Field, Zenyatta's Transcendence.
March 8, 2016 (beta)Patch:Payload sizes have been adjusted to ensure that all heroes can move around them in narrow locations.
March 1, 2016 (beta)Patch:The speed at which a payload moves has been increased for when one player is escorting and when two players are escorting; Max speed (when 3+ players are escorting) remains unchanged.