Currently the base AP gain for offensive ticks when flipping resources, towns, and districts is 1500 AP. The base AP gain for outposts is 3000 AP and keeps is 6000 AP. These base values are still high enough to encourage things like PvDooring at any time of day, as well as piling on one faction and map painting uncontested during low population play times. These activities are right now some of the best ways to gain AP at a high rate. They shouldn't be. They promote game play strategies that are detrimental to the whole premise of AvAvA large scale combat, which is the foundation of PvP in Cyrodiil. While these objectives should be great sources of AP when they are fought over by large numbers of people of two or more alliances, they should be worth next to nothing when taken uncontested.
I would suggest changing the base AP of objectives to 100 AP, 200 AP, and 400 AP respectively. By doing so PvDooring would become more of a strategic move rather than a high end source of AP. PvDoor is part of the game and needs to be in certain situations. Attacking someone else's back keeps is a great way to get them to pull back off the front lines. It is also needed in some cases to spread fighting out away from the Emp keeps and the circular progression of them. People should be doing these things for strategic purposes, not because it is the easiest, fastest way to gain AP. The fastest ways to gain AP should be focused around people fighting each other in PvP.
When there are large amounts of players fighting over objectives, these objectives should yield the most AP of all. To this end the way the game calculates AP at objectives would need to be adjusted so that in combination with the lower base values it would arrive at the same amount of AP awarded for higher volume fights. If for instance 100 deaths would yield an 8 k tick and this is a desirable amount of AP for that many deaths adjust the math so that 100 deaths still equates to an 8k tick when added on top of the lower base amounts. This could be done in a linear fashion, a non linear fashion, or with staged value adjustments based on the first 20 deaths being worth so much AP the next 50 being worth a different value, and every death after that being worth another value yet. There are ways that it could be adjusted so that it escalated quicker or slower earlier or later in the death count. It could be done in bell curve fashion so that there is an optimum death count after which the AP awarded for the tick will start to decrease to disinsentivize everyone piling on just one keep and incentivizing them to spread out. What ever the end goal might be. Simply put if now each death adds 20 points to the pot and 100 deaths add 2 k points to the 6 k base for an 8 k total, it could be modified so that each death adds 80 points to the pot and 100 deaths add 8k points to the 400 base for 8.4 k total AP. In the end O ticks might be very similar to the way D ticks work, I won't pretend to know exactly how that is calculated, but D ticks obviously have a lower base point.
Awarding AP in this fashion will encourage people to fight each other to earn AP rather than take empty objectives. It may also encourage people who play during non peak population hours to spread out among all 3 factions rather than piling onto one faction and painting the map since that would now be a very slow way to gain AP. It also allows for fights at objectives to still give nice amounts of points when there are a lot of people at an objective trying to claim it, while giving very low amounts of AP for taking them uncontested.