While EotM was a step in the right direction to give WvWers something to do while waiting in queue, it definitely does not go far enough. A supply drop for the home borderland is too small a reward for the lengthy battle. That is why players think EotM does not matter enough to bother defending, and so it is usually played as a karma train.
How about adding maps that are a 3-way battle to hire/woo mercenaries? I’m talking about specific mercenaries for different tasks.
Defensive mercenaries would send defenders to keeps, towers, or castles depending on how the map was played. These defenders would take actions once white swords are active on the site or if they are attacked.
Offensive mercenaries would send a strike team to certain objectives (camp, tower, keep) depending on how the map was played. They would start at the spawn waypoint and make their way across the map to their objective without hitting anything else unless attacked by players.
These mercenary maps would be specific to the race/monster: kodan, grawl, krait, giant, ghost, skritt, each with unique abilities: kodan strength, grawl spellcasting, krait conditions, giant siege, ghost passing through gates to hit inner guards, skritt stealing supply/siege.
This does a few things: adds more maps to play in wvw to help alleviate the boredom of waiting in long queues, makes these “side” objectives matter more to the matchups, makes the Mercenaries’ trait for wvw ranks matter again, helps the lower population servers by adding active NPCs to bolster their numbers, and makes new strategic possibilities.
The maps should end their objectives at the end of every 1 or 2 hours. Players should put in their vote at the spawn area for what use the mercenaries should do if their side wins. Any active mercenaries need to leave the maps at the end of their shift, however long that would be.
If this is too many maps, then just 1 or 2 mercenary maps can be active at a time, following some sort of rotation.