I think it all depends on what the end goal of the points system is.
Is it a way to reward the players who have the most impact on the outcome of a battle, IE is it supposed to simulate the battle presence of a player? If that is the intent, then I do not agree with proximity based scoring. It will over-favor conservative & defensive melee players, while lone wolf & ranged players (and to an extent b
uttackstabbing cav) will not be rewarded for their effectiveness appropriately.
If the intent of the change is to
change battle strategies to encourage/force a more congested group fight, then it makes sense that proximity scoring is used but I question the merit of the system to try and force a gameplay style on the players. It's already well known that teamwork & stick-togetherness are key to winning a round, but I like how people can fill other roles and still be effective without joining "the blob".
I do agree that a big group of players can be intimidating even if it doesn't include incredibly skilled players, but you can both help and hurt your team by being close, either through clogging up attacks by being in the way or getting glanced off of by teammates, or poorly timing attacks so that a teammate is expecting a blow to land that doesn't come, and they end up taking the hit.
Basically my point is being with the group can both help or hurt your team (just like pretty much anything) and therefore I don't think it deserves to be a focus on point (and in the future gold/xp) collection over other things like assist kills and damage of high priority targets. I have a thread with my suggestion at
http://forum.meleegaming.com/game-balance-discussion/let%27s-expand-on-the-new-point-system!/ .
But like I said - if this is an attempt to change the way people play... go for it I guess, but I think it's a bad idea.