Aurandilaz wrote:IMO problem is when lock can only be achieved by having large numerical superiority, or simply holding the 1-2 BOs until enemy just gives up and logs off, allowing you a win through simple player attrition. Doesn't make for much fun, if winning requires for the others to simply quit and log off.
That being said, I had huge fun yesterday in T1, got loads of kills.

Yep. This. Requiring a ratio of 1:3 or 1:4 seems to be the driving factor in being able to lock a zone, not necessarily how you move around the map.
Suggestion for tweaking the system:
Upon a zone unlock, all BOs open (maybe they stay 2 order 2 destro for five minutes while people load into the zone), then after 5 minutes all BOs go neutral. Standing under a BO for one minute then starts to cap the BO for your side. If a BO gets locked by your side, it stays locked for 3 minutes and you get something like 1% contribution towards the zone lock, plus an XP/RR/inf tick. While the BO is locked, no one can cap it but fighting around it gives the same FoG bonus. When the BO unlocks, it goes neutral again, and whichever realm has more people in the radius around the BO, it will start to be captured by that side (I think that's how it works now.. meaning if there are 6 order and 7 destro in the radius, it starts to be captured by destro). Upon a lock, it stays locked again for 3 min, rinse repeat.
Things this accomplishes: diminishes Waithammer. Each player knows exactly when a BO can be contested and doesn't have to stand under a BO to keep it flagged for their realm. It also encourages fights around BOs at specific times and also allows you to see who is capturing a BO near you so you can either defend your own or join a force taking the other. Time to flip BOs can obviously be tweaked if one minute seems too fast. This still encourages the splitting up of a zerg but doesn't make it so that the larger force has to hold all BOs to flip the zone.