While the event highlighted this problem particularly well, it is far to easy for a single good player to push far beyond the preceding capture point to the new capture point and begin capping it before players will pull back or spawn on the new point. I understand this is a valid tactic but I think it takes too much away from the fun and competitiveness of the game as a whole.
To fix this problem and slow the game down (imo to a more fun and challenging game) initiate a freeze for 30 seconds to 1 minute that the attacking team can not pass a grey zone towards the next point so that the defenders can actually get in a position to defend (also increase the time that the defenders can spawn directly on the new point).
To not completely screw the attacking team over in case the defense is holding over very well either freeze the ticket count after the tickets for capturing the point are added or add additional points for capturing the points (a whole team spawning can burn ~60 tickets in half a second).
This idea would definitely have to be played out to determine whether or not the ticket increase or freeze would be a better choice and whether or not the defenders should be forced to retreat in that 30 sec - 1 min timer so that we aren’t just forcing the attackers to necessarily play a longer game.
This is all just a thought. I feel like snowball games aren’t that fun because you do not get as many points as if you were in a competitive fight and it is likely discouraging to new players because you get into a game and get roflstomped in 5 minutes…