Presently all that is needed to win a Hypergate is for a stealthy to cap the enemy pylon close enough to the time limit too prevent the opposing team to recap it in time, making all the work in the middle pointless. So try this:
Both teams have a pylon for the duration of the match that cannot be stolen. Each kill or orb is used to charge your pylon to a set amount to lock it down, after which a lockdown is worth one point. You can also steal charges from your enemy's pylon, dropping their total charge, and any charge stolen from an enemy pylon is worth double a normal charge. The objective is to charge your pylon to lockdown status faster than the opposing team. The first team to get to 5 lockdowns wins the match.