With all the suggestions going on about how to improve WvW scoring, I was thinking that this simple fix would be the most straightforward way of addressing multiple problems.
At each tick, make the total PPT earned from both objectives and kills proportional to the server population that the objective/player killed belongs to.
For example: Say towers are worth 1 PPT. Server A takes or owns one of server B’s towers. But, Server A has 2 times the population of Server B during this tick interval. So Server A only earns 0.5 PPT that tick.
Say if the out-manned Server B managed to take a Server A tower, while having only half its population during the tick interval. Server B will then earn 2 PPT for that tick.
Owning your own towers are worth the standard base amount of PPT and player kills vary proportionally in a similar manner.
So why would this be helpful?
Nightcapping: Servers out-manning during night intervals just earn less PPT for any opposing server objectives they take due to low enemy server population. They still can have fun k-training, but it just won’t affect the score as much. Brave defenders likewise will get bonus PPT for kills or tower caps against the nightcappers.
Stacked servers: Overpopulated servers won’t earn as much points wiping out opposing server borderlands. Likewise, additional PPT is earned by the opposing servers on attacking the high population server, so double teaming is more likely (which is a plus or a minus, depending on your point of view). Usually the 2nd place team tries to wipe out the 3rd place team in these situations for more PPT, but with this proportional PPT adjustment, the 2nd place team really does not get many points for stomping the 3rd place team so it may encourage attacking the stacked server again.
Zergbusting and Fighting: Low population servers gain bonus points for killing high population servers and give away fewer points on dying, so this may encourage more valiant zerg busting or desperate defenses.
Imploding, Hibernating, Bandwagonning, population in stability: Population is calculated per tick, so these really don’t matter. Your server implodes, big deal, you start earning more points.
So this simple change should help balance the scoring accordingly, without affecting how people enjoy the game. You can k-train, zerg bust, roam, zerg the same as normal without feeling one playstyle outweighs another. Fine tuning to the proportional scoring is of course required. A server with twice the population of another should not score half as much since every situation will not be an automatic 2 on 1. Scoring somewhere around 1.5 for half the population and 2 for a third of the population may be more accurate. And proportional monetary/wvw rewards for defeating higher population servers during the tick interval may be helpful as well.