Before I start this post I would like you to look at this map of cyrodiil and notice all of the different landscape locations throughout the map.
Right now in this game there are many different pvp playstyles (Solo, Small Group, Large Group, Zerging, Seiging, Defending, Resource Battles, Dueling to name the big ones).
Although Cyrodiil offers a location to engage in these activities, Cyrodiil currently favours large group seiging and is largely keep oriented.
A lot of people lately have been expressing concern that PvP is turning into a Zergfest where numbers are the only thing that matters, and complimenting this problem is the serious lag which comes along with the massive zergs that plague burst keeps.
While ZoS has indeed confirmed that they are investigating the problem and intend to make changes to improve game quality in high density battles, I believe there could be an alternative which has not been explored. One which would not only potentially deminish some lag by spreading out players, but also provide small scale and solo players with objectives that could contribute to the campaign scores and also expand cyrodiils battle location portfolio.
What I am proposing is that Cyrodiil campaigns could add another scoring category which emphasizes the capturing of non-keep, non-resource, map locations.
The idea would be that all non keep, non resource locations in cyrodiil could be captured and flagged on the map as occupied by factions, and that these locations could also potentially be spawn defensive units. Locations such as delves would remain hostile inside, while simply having faction forces occupying the exterior.
This would draw players away from keeps, reducing their current tendency to turn into vortexes of lag. During times where faction populations are heavily imbalanced, low population factions would still have the ability to contribute to campaign objectives in a meaningful way. Keeps would still remain for players who enjoy zergs, Seiging and keep battles.
Thoughts?