Capture the zone at sea
The naval round was a pure fleet action: score by sinking enemy hulls, first to the target wins. That's a brawl, not a battle. So here's an objective to fight over — a capture zone at the map's centre that scores for whoever holds it, so map control wins games too.
Hold the ring
A gold ring of light lies on the sea at the centre of the map. Put a warship inside it with no enemy contesting and the points tick your way; the ring glows your colour when you hold it and the enemy's when they do. The moment a hull from the other side noses into the circle it turns contested — purple, no points for anyone — until somebody wins the fight and clears it. Points from the cap stack with points from sinking, so the win condition is now “sink and hold,” and a team that's behind on kills can still take it by owning the middle.
It changes how the two fleets meet. Before, you could kite at max range and trade; now there's a place you have to be, which drags the battle into the centre — and the centre, as it happens, has an island sitting in it, so the cap comes with its own cover to peek and hide around. Concealment, island line-of-sight, and the objective all pull on each other.
Every hull counts
Hold the ring alone and the points tick, whether the ship sitting in it is you, a teammate, or one of the fleet's own captains — so the cap is always live and always worth contesting, even before the human players converge. Bring a friend into the ring and you can trade the watch while one of you goes to reload or chase a straggler. The middle of the Brick Sea is the place to be now, and both fleets know it.