The current stopwatch configuration firstly determines the winner based off of time, ie. whoever can complete the objective the quickest wins. No problem there.
However, it is when neither team can complete the objective, and the winner is decided on map progress where the issue lies. Currently, this progress is determined by stages, based on primary objectives, ex) blowing up the door on aquarium is one stage. Following the previous example, say both teams blow up the door on aquarium, but team 1 pushes the hostage further than team 2, but neither make it to the ship. The game will then look at XP, even though team 1 clearly did better.
I propose that the game look at hostage progress (in terms of percentage distance to the end) through the map, instead of going straight to XP. This would also apply for maps other than aquarium and other objectives like robot distance or crane repair percentage. I realize this is no easy task coding wise, so read on for the quick fix.
On the topic of XP, it is an incredibly terrible way to determine the winner. For instance, if team 1 stonewalls team 2 and camps them, team 2 will be respawing a lot. So, team 2 will then have far more supply pips (since you respawn full) to use for buffs, and therefore, spam XP. Team 1 is then stuck recovering pips slowly and getting miniscule XP for the kills. Team 2 will win regardless whether they pushed the hostage at all in the aquarium case.
So instead of XP determining the winner, I am thinking straight up kills. The team with more cumulative kills in the match wins, simple as that. This is obviously open for suggestion, so let me hear yours in the mean time, since SD will likely not have the fix for the progress issue for the upcoming tournies.