I don't know, I wasn't a fan of WoW's solution in WSG where the win went to the side that had captured the flag last when the score ended the same (although this did limit the possibility of a tie to situations where NOBODY scored).
How would you propose to break ties in Rift?
glad you brought up WSG. that was my fav BG (aside from 3day AVs). surprisingly, i don't like Whitefall all that much even though it's a clone of WSG. i thought about why and came to a simple conclusion: Whitefall is just too big. WSG was successful for the straight forwardness and perpetual action. you spawn up and you have a choice: fall back for D, meet my squad for the flag, or HK farm the mid(boo).
Whitefall usually starts with a low team count which is generally unbalanced for the first few mins. even on the fastest mount it takes at least 30s to get into position to even attempt the opp flag. now comes the tricky part. if the opp is D'd up, you get cleared out and need to respawn for another long hike. if the opp went O, you need to either assist your FC or try to stop theirs. the mid map is so open that most FCs will hug the left side unless the speed orb is up. the FC then has the choice of 3 fortress entries. we also need to consider the team balance. i've found that during off peak teams don't get adequately full until almost halfway finished. the match seems to go like this: start 5v5 stab at the flag a few times and hope someone runs it well enough, enter more people, either form a strat or turtle the rest. farm kills in mid while time runs out.
going back to WSG, the mid was almost bottlenecked in a way. this meant that sooner or later the teams would meet head on in some way or another. also, there was only 2 real entryways. this meant that you had to almost cross the field to get in, unless you opted for a daring GY run. all in all, WSG offered non-stop action and dynamic planning.
i think Whitefall would be so much better if it were smaller, this prob will never happen though. so i've thought of a genius solution the the "tie problem". SUDDEN DEATH. one of two way to implement it:
-at the end of regulation, have a friendly NPC hold open a portal from near your spawn point to somewhere in the opps flag room.
-have both shards float in the mid. first team to get the opp shard to their stand gets the win. or have a master shard in the mid and you run it to your shard in your flag room.
maybe limit the sudden death to 5min to create urgency. a tie after that would be a legit tie but at least it would be less frequent. this would also change the game up a bit and you'd need to plan for it accordingly.