Or take argo's system where only one can pick up the briefcase
In case of a briefcase, you can't choose which weapons to skip. Individual weapon drops are better.
Anyway, the amount of ammo dropped should also be subtracted from the ammo stock of the dead player, so that it is not duplicated on respawn.
If you ask me the problem was the point system, it was too weak and there were no antagonizing effects capturing bases. The Blues displayed that it was far better to just go out and rack up kills than to truly pay attention to the bases for points; capturing bases only turned a tool to gather Reds where they wanted them to be rather than something to truly invest time in protecting; if they had it, then it was just bonus points but not a main goal. It's for that reason I believe that the Fuel Station got the least amount of attention despite doubling the points you get from Control Centre. Also recall that the original idea of the Fuel Station was to stop an opposing team from getting points from the Control Centre, not to inhibit their doubled rate.
Based on the statistics, Red lost with 5899 and Blue won with 8480. 1719 of Red's points were objectives and 1414 of Blue's points were from objectives. If we multiplied all the objective points by 5 (which means all point rates from bases are equivalently multiplied by 5) and add this to the number of points each team got from kills and other miscellaneous deaths, the difference in points of Red to Blue shrinks from 30.4% to 9.6%, from 2581 to 1361 points. Still a lot of points but now the reality of the game has shifted from racking up kills (1 1 points) to maintaining bases giving you up to 20 points every 2 minutes (Fuel Station and Control Centre combo) or 40 points (original 8 points allowed to accumulate) at Delivery Bay.
Mix this now with the widespread team money being earned individually from certain bases you see fit and you probably will have the continual war you desire but the focus
But then a team which is getting the most kills and also controls the bases would build up a much bigger lead in terms of both points and finances. That makes a comeback impossible.
How about - Kills give no points, only cash. Points are only generated by bases.
Or, the other way around - Kills give points, but no cash. Cash is earned through bases only.
Basically, I want to remove all sources of cash+points. So, that the emphasis on both bases and kills is equivalent.