Malefactour wrote:
1. NO incentive for player kills outside of the area of influence of the flags spawn location unless they are flag runners. The only "incentive" for taking out a player whom you happen across is sending them back to their spawn and possible taking them out of the fight for the duration of the respawn timer.
2. FULL potential incentives for player kills withing the area of influence of the flag, SO LONG AS the flag remains unclaimed by any players. Once it is successfully picked up, the incentives for player kills disappear.
3. NO bonus incentive for traditional things such as damage done, killing blows, healing, etc. If you want bonus incentive, it should be tied directly to the objectives in the scenario. Flag claims, flag carries, flag captures, killing flag carriers, etc. should be the only things that give you bonus incentive.
Another soultion would be granting full rewards for kills in a radius around the flag , wether it is in it's spawn location or being carried, and make it so that taking it to a team's capture location will score for the team even if the enemy carries it there. Also make it so the spawn area is only accessible through the capture location while granting alternate ways to get out.
This would mean that the only way to spawn camp with a reward would be to carry the flag to the other team's spawn, but if you try to do that the flag resets to it's spawn AND you score points for your opponents.