Same is true for XP. In any case where it introduces whoring behavior, it needs to change. I'll give you an example. One of our many types of objectives (ET fans will recognize this) is the classic "take the (thing) from X to Y". So we did have it set up such that while you're carrying it from X to Y, you're earning XP, because you're doing a good job and helping your team. And it's a nice feeling, seeing the XP accure as your rush along towards your goal. But obviously, that lead to "hmm, I think I'll hide in a corner for awhile and let the XP rack up for awhile, and then deliver it", which was bad. And so we changed it to the much more reasonable "you get your XP when you've successfully delivered it, and the faster you did so, the more you'll earn". So people who really want the XP are encouraged to deliver the thing as quickly as possible.”
I think a better system for scoring XP would be +XP for every meter you bring it closer to the objective.... so if you sit and hold it, you gain nothing, if you run the other way, you don't lose XP, but you won't start getting XP again until you've crossed the threshhold of where you had it... you need to bring it CLOSER.... with a final reward for delievery, and bonus points awarded for the faster you brought it (compared to how far you brought it)
still, I do like the system they have.... the only advantage to my system is that you still get rewarded for taking it halfway and then dying, for a teammate to pick it up and finish the run.
By ignoring that possibility, people carrying the "flag" will be more concerned with staying alive then simply pushing it forward. since you only get points for actually delivering it.