A point system might just setup more NOE's. Teams looking to sneak just enough bases to get the total points needed by picking a base here and there until the total is reached. Whats needed is a reason to defend. A reason to organize a defense. The only way to stop a horde attack is by having numbers in place to defend with.
We already have a point system in place. It's 1 base - 1 point. And that is the ultimate incentive for random base NOE's, as every base is worth the same. There is literally no reason to attack a defended place when you can grab an undefended one.
What my proposal would change is probabilities. If the attacker just needs 6 points from the defender's side to win, he might go for the large airbase that's worth exactly those 6 points - or he may smash'n'grab 6 Vbases worth 1 points each. So we have a high value target, and both sides know it - it's a great target for a last decisive attack, but the defender knows that and prepare himself. Or the attacker can go the 'easy', but longer road and continue to grab random small bases.
In the end, having higher value targets increases the probability they actually get attacked. And with that icnreased probability, the defender can better prepare himself and a battle can happen. If that battle really stalls, there is still a way to get enough 'point's by going for more smaller bases.
Nobody has to go for the big target, but it's worth trying. I don't want to change the very basic way of winnign the war, I just hope to see more 'fronts' and sustained thrusts towards a certain high-value location. (But without making things overly complicated, no intention to trun this into a real strategy game)