I've noticed that a lot of turf wars end with no kills from either side. The territory involved then becomes neutral and locked, because the result is a tie, 0:0. While turning a territory neutral after a tie makes sense, it can be abused. Some players start a turf war with another gang and then escape from the territory. Even if the defending gang shows up, they have no chance to keep their territory as there are no opposing gang members to fight. A screenshot of the result for clarity:
So I'd like to suggest a solution to this problem. The player that starts a gang war shouldn't be able to leave the territory before first blood. If they really want to capture the territory, they have to stay and fight for it. Since players don't respawn at the territory, the player who is killed should no longer be required to be within the territory during the war. In case a player accidentally started a turf war and wants to end it, they can do so with a new command, such as /endwar. It would be like forfeiting, so the territory wouldn't change hands or become neutral.
So I'd like to suggest a solution to this problem. The player that starts a gang war shouldn't be able to leave the territory before first blood. If they really want to capture the territory, they have to stay and fight for it. Since players don't respawn at the territory, the player who is killed should no longer be required to be within the territory during the war. In case a player accidentally started a turf war and wants to end it, they can do so with a new command, such as /endwar. It would be like forfeiting, so the territory wouldn't change hands or become neutral.