Is that not what the control zones thing was?
No, not really. That was more a domination game. Tug of war would be still based on destruction points, but instead of it being a cumulative pool where you could do really well to start, then really badly, but because you'd done really well at the start you could still win, you'd be pulling around a common centre and it'd be a case of pulling the game far enough one way. Perhaps there'd be a time component involved where the boundaries for success start very wide and gradually narrow over time, or just a time limit for ending the game in the favour of whoever was ahead then.