There's one subset of capture scenarios I would handle differently. I dislike intentional capture scenarios where the only way forward with the plot is for the players to lose. If there's no chance of affecting the outcome, don't roll dice. It will show you if you really have player trust or not.
Though if you want to deal with it like that, get your players in on it and have them give a montage of how they were captured, including the clever ways they were taken down and the heroic but just-short methods they tried to escape / take down their foes.
I've been part of captures as a player several times, usually done with overwhelming force to set up the next act of the adventure. Which makes it feel like they can bring forth enough power to overwhelm you when attempting a capture but not enough on their home turf to keep you. Eh? It was better when the PCs submitted to capture, such as surrounded by guard to go on trial and they don't want to kill the guards.
I've been part of "hey maybe capture" scenarios, where it's not determined ahead of time. Good play and luck can stop all/some of the party from being captured. You do need to be aware that forcing a potential party split like that means some players will sit around bored - that's the same penalty for killing them off so don't make it too long.
Be prepared for some character escaping (invis, teleport, disguise, etc.) even if you intend a full capture, and how you will make it interesting for everyone without much player down time as you swap back and forth. Including rescue attempts.