Issue: Mechanic mostly starts with that everybody camp their own objetive. Active Side get punished because they have to fight outnumbered or somebody will steal your objective while you fight.
Solution: (I know it is a very big change sorry, i tried to use mechanics that are already in the game or were in the past at ror in the game so you dont need to code it new? hopfully)
The idea behind is that you help the weak side and force fights without that it ends in farming.
First you change the flags order and destru side has one fixed flag A that they have to take (Home Flag). Around that flag they have a dmg heal boost area like in warcamps rvr.
Than you add the flag B. Each side is first able to take B when they take their home A Flag. Flag A is locked after you got it.
When one side was able to take B the C flag opens near the enemy spawn ( Flag B is not locked and is first open again when the loosing side was able to take C) . Flag C is taken next round start. (Flag C dont needed to be clicked who has more people near the flag get it slowly to avoid the problem that def tanks with cross guard and some random heal ruin the game).. Everybody port back to the spawn.
Now a bit will change to help the loosing side:
The buff around A from the loosing side incrase. After the loosing side took A randomly a tank and dd and healer become "champs" like in the old city. Or they get a ball that incrase heal life and dmg. (randomly because if you just let 3 balls spawn there will be toxic fights around who will get the balls, easy solution would be to make it like the balls we have already ingame add some blue for heal maybe and let them be as pick up). It will stay even when you die (thats important)
Same again fight around B then fight around C near the enemy warcamp. Next round
Balls reset
After loosing side take A 6 Balls spawn and maybe the buff is higher. 6 People get it randomly. And again
When the loosing side wins they loose 2 balls next round. Or 9 Balls when they loose again. etc.
Some basics
- Kills dont bring points or more renown and xp. So there is no need to farm somebody. The mechanic itself lead to fights around B and C.
- Every round brings 100 points every 100 points bring xxx renown, xxx xp and xxx emblems for the fraction who made it. If you was able to make points you get something. If you Loose 500 to 0 you will get something Maybe 200 points reward so that you will not end with nothing.
- When one side knows that they will dominate anyway 2 grps vs pugs or 1 good premade vs pugs they can direct attack enemy A when they get the round is direct over. Optional make the buff around a very strong if they still are able to get A Sc ends direct with 500 points for the dominating fraction.
I think there could be still some flaws could write more but i think first of all that make a good impression of the basic idea with help for loosing sides. (i personal would prefer when loosing side just get after every round 3 more people but i think that is hard to make with sc handler and how you will make it with rewards for somebody who joined the last round etc...).
Sorry for to much changes but i think there is no easy solution to solve the problems that scs have at the moment. As you wrote somewhere you would like to fix not to make just a bandage. .
regards