This is yet another idea to possibly integrate a tickets system for defenders as well.
In this scenario, instead of draining a large pool like attackers, defenders would have several smaller pools, one for each cap zone.
Imagine, while attackers start with 1000 points + reinforcements, defenders get (example) 300 points per cap.
If defenders hold the point BUT take too many casualties and get drained to 0, they can no longer respawn at the current objective and must either wait for the current point to fall, or spawn at a much farther position way behind the front.
(In this case, if noone is defending inside the cap, a timer should start and the point should be automatically count as captured after 1 min at most, to prevent useless waiting time.)
Every time a cap point falls, regardless if defenders still had tickets or not, they get their tickets back up to the initial (300) but no higher.
The amount of defenders reinforcements per cap would become a tool for maps balancing, just like attackers reinforcements.
This way, IF WELL BALANCED BY NUMBERS, on one hand there may be more incentive to camp and play by attrition, but on the other hand 1) attrition war would work both ways, and 2) attackers would still have some incentive to rush and cap quickly, to save tickets.
Please discuss.