Flag capping giving a bonus could work, but not the way conquest is currently set up with the attacker-defender dynamic. Whenever you see a conquest game mode in any other game, BOTH sides are attacking and BOTH sides are defending. Each team starts with maybe 2 spawn points, and then in the middle are 2 neutral ones to fight over. This way each side goes on the offensive at the start to grab those neutral flags, which would in turn not only give you the advantage in the game, but also provide your team with more xp (ideally). I don't see why you can't gain xp for each flag your team owns. Each team starts with 2 flags, so that is an x2. Once they each capture one of the middle 2 neutral flags they are each on an x3. This artificially can make an x3 the average tick, which would be pretty good imo. The form there if one side gets the upper hand they capture another spawn point and then it is x4 vs. x2. Once they keep pushing and get to the other teams main base, they can get an x5 going against the losing team's x1. Once they cap the last remaining flag, round ends. Or perhaps there should only be 1 neutral flag in the center so that you must win a round to get an x5.
In most other games conquest mode provides each side with a set number of troops, and if one side has less spawns than the other, they are penalized by losing a certain number of troops per minute automatically, or something like that. In crpg conquest we can penalize the losing side while rewarding the winning side by simply changing the xp/gold income of each side. And the best thing about conquest modes is that usually spawn points go back and forth all the time... if your entire team is very aggressive you may push forwards and take all the enemy's spawns, but you leave you rear flags ripe for the picking. Countless conquest matches result in a starting-side swap due to one team being overly aggressive and the other side countering that with some ninja tactics. The reason crpg conquest was pretty dull when it was first implemented is that one side and only one side was attacking/defending. The worst thing about conquest mode in any other game is when one side just camps their bases and you fight a war of attrition. That is what crpg's version of conquest is ultimately forcing, and it's not something that should be encourages. Each player has their own style, some prefer to be aggressive and attack, others might be more defensive and want to hold onto what they have. Allowing that in conquest is what we need. Forcing a player to play defensively or aggressively for an entire 30 minutes straight can be completely unbearable if it is not their style of play. Currently in the battle server, everyone picks their own path to victory... this is what we need for conquest. It can very well unite the siege and battle servers so that this shrinking community can still pull off 50v50 (if not more) fights every now and again.