That’s precisely it.
If over a period of time the team doing best gets better, it breaks the concept of Stopwatch, where the winner is decided by who sets the fastest time over 2 rounds.
In an objective game one team attacks and the other defends. For each attacking wave either the attack succeeds and the game moves on, or it doesn’t. Each attacking wave will then generally see the “winner” of that attack gain more XP than the loser. The longer the game goes on, the more attacks the defending team survives, the more XP advantage the defending team gains over the attacking team, the longer the game goes on.
Result = full-hold. Times that by 2 and you have a double full-hold, making the result of the match a 0 - 0 draw.
When ET was first released I was an admin of one the first ever ET competitions, I refereed a game between 2 top Euro teams on Fueldump, with XP (as we didn’t have ETPro at the time). The match took 3 hours, resulted in 3 double full-holds, and therefore ended a 0 - 0 draw, a complete waste of everyone’s time.
ETPro was soon released, XP was globally disabled, and here we are talking about it today because we sure as **** wouldn’t be if XP had survived in competition.
A reason more not to ran stupid into enemy fire imo.