First, always have the attacking faction in attack mode in the match and the defending faction always on defense in the match.
Second, the winner of a match always gains a tick/percentage on the planet. If the attacker wins the percentage goes up, if the defender wins it goes down.
Third, to make this balanced we need Invasion to be kind of a hybrid between the current attack/defense and counter-attack/hold territory match types:
Win conditions would be the same as counter attack/hold territory. Defenders need more kills or defend Omega for 30 minutes, attackers need more kills and destroy Omega. This would end the light rush cheese for really fast attacker wins if Omega wasn't their only win condition (e; this also makes the time required to build up attacker control on a planet disproportionate to the time it takes for defenders to reverse the progress).
The base itself would have the Omega cannons and gates like in attack/defense. But no turrets, just like in counter attack/hold territory. This would leave the defenders with the very slight tactical advantage of being the defenders (choosing where you want to engage, since they have to come to you) while not putting the attackers at the disadvantage of having to push into turrets as well as mechs 100% of the time. If the attackers pull off the feat of destroying Omega while maintaining a kill lead, then the tactical advantage would shift to them since they can choose where they want to make their stand and the defenders have to push them to re-gain the kill lead.
The side with more numbers would still have the advantage of getting a free percentage on the planet control progress while their comrades have the enemy teams tied up in matches that will last 20+ minutes (with light rush cheese gone), but if the other side wins enough they can nullify those gains.
These changes would make every match played carry the same weight towards determining who wins the planet instead of getting stuck with endless hold territory/defense matches that can't change the control percentage, just because the other side has more numbers waiting in queue to assault a new tick every time you get out of a match. It would also slow down attackers control progress, since they couldn't just run lights or steamroll right for omega and win in less than 10 minutes
All in all, being the defender of a planet or having greater numbers fighting there should each give you an advantage over your opponent. These changes would reflect that, but not to a hopeless degree.
Edited by LoklanZFG, 23 February 2015 - 05:55 PM.