Me i would totally rework bg currently medal system for fell rewarding for everyone.
1: add damage blocked (who are given when ally you shield take damage).
2: remove repeatable medal who include tanking big hit / making big heal / doing big hit.
For each gamemode.
Deathmatch:
keep the actual medal about first kill / kill / multikill.
adding repeatable medal who are awarded each X dmg/heal/blocked who reward player 100 points.
Crazy King / Domination:
now reward medal even if the flags near the player are not taken / taken by ennemy.
add new medal for killing player near a flags (not taken).
adding repeatable medal who are awarded each X dmg/heal/blocked near a flags who reward player 100 points.
Chaosball
keep medal for wearing chaosball / killing chaosball user.
maybe add medal for killing a player who damaged a chaosball wearer (ally) in last 5 sec ?
Medal now trigger when doing action near non-taken chaosball and near chaosball wearer (ally like ennemy).
adding repeatable medal who are awarded each X dmg/heal/blocked done near a chaosball or chaosball wearer who reward player 100 points.
Capture the Relic:
now medal are rewarded when near the relic or relic holder.
add repeatible medal (with cooldown or who give not a lot of points) for bashing a player who try to take the relic
adding repeatable medal who are awarded each X dmg/heal/blocked done near the relic / relic holder who reward player 100 points.
this would encourage ppl to heal/shield ally, damage ennemy and not only keep their heal/shield only for chaosball wearer/relic holder as long they are close to them.
Another idea:
Add a special penalty for not playing near objective who reduce damage healing done by 15 % for each 12 sec (or maybe more time in 8v8 because maps are bigger) not near objective , can be cumulated 5 time for a total of 75 % dmg/ heal penalty.
(player in spawn are not affected by it,being near objective remove all penalty).
I can tell you put a lot of thought here. It's a shame we can't even get ZOS to do somehing as simple as reducing the critical healing medal.
Tell me @Arkew : As long as they didn't try to fight their way out, do you know why 4 people could almost always escape from spawn in 4v4v4, but 8 people almost never can in 8v8?