There is an important point made in the Patch Notes about Crystalline Conflict in regards to Checkpoints that is NOT mentioned in-game OR in the Crystalline Conflict Guide website.
In the 6.1 Patch Notes:
Checkpoints can be found halfway between the centerpoint and each team's goal. Upon reaching a checkpoint, the tactical crystal will stop moving.
The team attempting to clear the checkpoint must remain in the crystal's ring until the Clear Progress gauge reaches 100%. The gauge will only increase so long as that team holds control of the ring. **** A greater majority of party members in the ring will hasten the gauge's progression. ****
Should the opposing team have a greater majority at any point, the tactical crystal will begin moving toward the opposing team's goal. However, any progress made in clearing the checkpoint will not be lost.
In the CC Guide Website (and In-Game):
Checkpoints can be found halfway between the centerpoint and each team's goal.
Upon reaching a checkpoint, the tactical crystal's progress will be halted temporarily. The team attempting to clear the checkpoint must remain in the crystal's ring to increase clear progress. When the Clear Progress gauge reaches 100%, the crystal can once again be moved. Clear progress can be confirmed via the HUD.
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That is kind of a very important detail that is left out since it impacts strategy on how you might have approached the situation. You might have left 1 person on there and had teammates go further to attack opponents. Instead you should keep as many people on there as a possible, which isn't stated in the two places people might actually want to read the rules instead of buried in the entire 6.1 Patch Notes.
A slightly less important detail that is also missing is that:
When combatants from neither team are present, the crystal will move back toward the centerpoint.
That's rarely the case but it's also not mentioned in-game or in the CC Guide website.
Here is the guide site in question:
https://na.finalfantasyxiv.com/lodes...llineconflict/