It is incentives, but punishing to play isnt the way to go. You should make sure players are rewarded for playing the game as much as intended too. If you punish players for attacking the lowest pop regardless of the situation you'll just have sad players. On that note the fact that being double-teamed is experienced as bad gameplay is in itself a giant red flag that something is wrong. We should be making it FUN to be outpopped by the enemy. Spawnrooms should SUPPORT the defenders, not act as a chokepoint against them. When you are outpopped you should be getting advantages. Items and vehicles could start costing less until they are completely free. You could be allowed to call in vehicles outside of the base. You could be allowed to use drop-pods in an increasingly large area the more and the longer you are outpopped so you can more accurately attack points of interest like the Sunderer or take points. The test server at one point had containers drop from the sky and when accessed they spawned an experimental vehicle, the same process coulc be used by outnumbered players to call in a container, access it and spawn a vehicle of their choice. The distance from the base and the type of vehicle that could be accessed can change depending on how long and how much you are outpopped. Mechanics could change to accomodate this as well, such as allowing outpopped players to add time to the timer so that they can hold back capture of a base without having to take the points. The point is to give an enjoyable chance to fight back.