I believe some small adjustments in the mechanics for keep capturing could really improve the fights we have assaulting and defending them. In my opinion, it's far too quick and easy to capture a keep simply by stacking players on the flag and making the defending players pretty much irrelevant to the situation. I don't think standing on a couple flags should be the determining factor for who controls the keep.
My suggestion is a system of two zones, the inner and the courtyard.

The inner zone (Red outline) would be the important one, the courtyard zone is more of an indicator of the situation at the keep.
The inner zone would act like the current flags, except in a much larger area. Essentially, you would enter the capture zone as soon as you step through the breach. The other significant difference is that once the inner zone has been neutralized(flag turned white) it cannot be captured by either side until all of the enemy players and NPCs within the zone have been eliminated. Similar to how it is now, neutralizing a keep won't remove ownership from the defending alliance, it would simply stop any NPCs from respawning. Players who are in stealth or invisible wouldn't count towards the capture/defense.
The courtyard zone would be similar, but mostly optional. The courtyard zone includes the inner zone, so therefore it will never flip until the keep can flip. But, If your alliance manages to get enough people into the courtyard that you outnumber the NPCs and players in the courtyard and inside the inner keep, the courtyard zone would neutralize and the NPCs would stop respawning. It would stop the silly situations where one faction has a stupid amount of people all over the courtyard, yet the mages on the towers and the guards defending entrances continue to respawn. Also, some flags could be put on top of the towers to serve as an indication of the situations to approaching players.
I believe if we shift the focus from pressing a button(stacking on a flag) to controlling an area, it will create more varied and enjoyable combat experiences. Playing it safe and avoiding combat should not be the winning strategy when capturing a keep, but that's the situation we have currently, and I believe my suggestion would improve the situation.
Thoughts?
[DC/NA]