I didn't say 'make base capture the primary source of rewards', I said "Make the game more about objectives". Defending a base is just as much an objective as capturing one and the reward for defending a base should reflect the importance of that base (especially in light of any wider objectives - like contribution to the overall alert objective). I cited base capture as an example of an objective - not the sole or primary objective. There are other possible fixes for ghost capping and Zerging (again - these are just spit-balled ideas - i'm sure people can think of others) Scale the base capture/defence reward based on the size of the attacking or defending force. Smaller organised units would gain more reward from capturing a base than a massive zerg. Small groups of organised defenders would gain more repelling a zerg than they would taking part in a 96 on 96. This would encourage more smaller fights as the rewards for participating in a smaller fight would be greater. They could make lattice more flexible so that more bases on the lattice can be captured, but with a time penalty. Capping a base with a direct lattice link takes the same amount of time as it does now, whereas capping a base one lattice link removed takes say twice as long. Capping a base 2 lattice links removed takes 4 times as long etc. That way, you can send advanced forces to other bases, allowing for more fights and thus breaking up zergs. Defenders would of course be able to flip these isolated bases back quicker than attackers can cap them because of their direct lattice links, so that should somewhat limit the impact of loads of isolated capped bases. Ghost capping has a super easy fix - make it so that base capture points start to flip back to the defenders faction if there isn't at least one (or perhaps more) attackers within capture range for more than say 10 seconds. This also goes for cloaked stalkers. It would stop lone wolf stalkers flipping points, then cloaking and waiting for the timer to tick down. If they did want to try and ghostcap - they would have to stay uncloaked or constantly cloak and uncloak - which would give away their location and leave them vulnerable (risk vs reward).