Theorizing on how you could avoid PPT.
The problems with PPT (assuming you considering them a problem) revolve around things like coverage and lack of an “epic” feeling (like a good sport’s match where the lead goes back and forth) after a few days of a match.
Here would be my idea:
1. Relics. The battle would be over control of key items that would be placed in Hills, Bay, Garrison of each realm.
a. Promotes defense and offense.
b. Idea is you tick points still for player kills but the “building and territory” points are replaced by the “influence” of holding an enemy relic or an “epic” defense protecting your own. You can win without ever having a relic by the sheer slaughter of the enemy, but without slaughtering the enemy the only way to get pts is relic capture and holds.
c. You only tick these non-player kill pts on a map by holding a relic (in other words, if no team ever got an enemy relic then everyone would tick equally. They would only tick on their map).
d. Each server is divided into 3 time categories. Main 8 hours provides very weak NPC defense for the relic keeps. In short you could ninja a relic. Off Peak provides a mid level of support. Night would require a significant enemy force (e.g. wake up raid) to get the device back.
e. Where you hold the enemy relic matters in terms of the points you get.
Holding it hostage in the enemy’s realm (Hills, Garrison, Bay) is not worth much.
Holding it in your (Hills, Garrison, or Keep) is worth a good amount of pts.
Holding it in SMC is worth the most pts
f. You could get a lot of 2 v. 1 fights naturally as NEITHER enemy will want a powerful realm to have a relic (because it hurts both equally) especially being held at SMC.
g. Running a relic back to a better point location is tedious. The bearer is slowed down (almost moving at encumbered speed) and loses all abilities (must be protected). However, theoretically, while you couldn’t take a relic easily with a small group outside primetime, you certainly could move a relic to a better point giving location.
h. In order to “take a relic” someone with a commander tag has to issue a “relic challenge”. The keep then can’t be attacked for X minutes and a waypoint to that keep exists for the enemy to create a defense. The time depends on the day segment of the server. It might be 10 minutes in prime and a whole hour in night. The guards would one shot you if you attacked the keep during this cooldown. After which, there is a timebox depending on prime, off peak, or night for which you must secure the relic or lose a significant number of points for a failed attempt.
I. Being “outmanned” on a map while engaged in a relic defense or when capturing an enemy relic gives you an “EPIC” bonus of points (of course, only if successful in the take or the defense). This would be equal to a day of keeping and holding the relic.
J. On the other hand, there is no initial amount of points given for the taking (but NOT defending a relic) using overwhelming force (creating an outnumbered situation). Call it a thug penalty. However, you can easily make it up by holding that ill gotten treasure for a period of time.
k. In addition to normal guard and chest loot, each non-relic keep, camp, etc would provide a bonus that would help taking a relic or transporting it (for example owning all the camps on the map might allow for faster movement speed of the relic carrier).
l. You have a choice to take a relic without taking the rest of the map, but it would be much harder. You know that if your map turns the enemy color, your relics will be much easier to take and move.
Rough ideas but it really isn’t all that hard to implement.