You are holding the gun at the wrong end.
Blobbling is not the root of the problem you have to fix, it is a symptom.
First of all, blobbing is inevitable. Ever since humanity started to wage wars, they always tried to bring more force than what the enemy had, simply to increase chances of victory. You might be able to forge arbitrary limitations that reduce / discourage blobbing, but it will always feel artificial and it will be very hard to come up with a system that works fair under all circumstances or even just in the majority of cases.
Why is blobbing so appearent in this game? Because of its size. I will draw some EVE analogies, so if you do not like those, then stop reading. I use EVE as an example, as it is pretty much what perp aims to be when it comes to open world pvp.
What we have in perp right now, 3 alpha and 3 beta islands is ridiculously small and way too big at the same time. Small, as the number of access points to/from each island is about the same than the average number of jump gates in a system from eve, except that in EVE, you have 8-10 times the systems in a single region, then you have islands in perp, and theres plenty of regions, not to mention, that the regions im talking about are 100% pvp zones, while perp is only 50% pvp right now, with 3 islands being pve only.
There is a lack of choke points in the game, which makes it hard to set up ambushes and absurdly easy to set up blockades (be it for attack or defense)
On the other hand however, the islands seem large, mostly because the lack of fast travel and the difficulties of getting around the various plants / elevation. In EVE, systems are huge, but you travel from point to point using a fast travel mechanism called warping. This means that you:
- Do not have to press W, or use auto move AND
- Do not have to actively dodge the grass that keeps growing everywhere and that you can't even clear out of the way in most cases.
So I spend comparable time travelling in perp, as i spend in eve when i try to get from point A to point B, except that in the case of EVE, travel itself is lengthy but does not require active attention, not to mention the presence of an autopilot. In PERP on the other hand travel takes just as long, but it is also tiring and requires me actively focusing on it if i do not want to get stuck on a tree. (or have auto move turn off because of a lag spike)
Another effect of the low number of islands is corporation dominance. In EVE, you have many many small groups or even single persons out in 0.0, because it is vast and even though territory might be claimed, it is large enough so it can't be effeciently patrolled all the time. With mere 3 islands, that is impossible here. If you - as a single person, or even just a small group - would want to go out there to do something, you would inside an hour bump into one of the entities claiming that island, that is, if you manage to get past the people usually guarding the teleporters leading onto the island. If you do not want to see blobs, you first have to see small groups making their way into beta, which you will simply not see in the current setup.
Yet another problem of beta as it is now.. uniformity. The three beta islands are more or less the same, except for the missions and the primary faction of NPCs you encounter there. There is no good beta and better beta, or bad beta and worse beta. There is just beta numero uno, two, and drei. Thats about the only difference you have between the current beta islands. There should be islands that are richer than others, islands that have no outposts at all, islands that have good spawns and islands that just suck (but are still better than alpha islands.
To sum it up:
1) More beta islands would be needed, each with only one type of outpost and no freakin terminals.
2) Add islands without outposts or terminals, but generally being a lot better than stadard beta islands. Let's call them gamma islands. These should only be accessible from beta islands.
3) Introduce a fast travel network that allows you to move from teleporter to teleporter without having to run through half the island in the process. The distance between the main teleporters and the terminals on alpha stations would be a decent mean distance to travel between each 'jump', allowing for some decent fights around teleport gates, but still allowing travel at a decent speed inbetween teleports. This option only really works out, if you increase the number of teleport nodes to go through by quite a lot.
Generally speaking, you have to increase the size of the world A LOT. By a lot i mean a lot.. EVE was the size you see today (minus 2-3 regions or so, but thats only about 10-15% of the map size) even when the PCU was less than 3000, and guess what.. we still managed to bump into eachother quite regularly.. If you want an epic game, you have to present an epic world first, and perp's just is not big enough for that right now. Not by a long shot.
Compared to EVE, Perp is as if we would be constrained to 6 adjoining star systems out of the few thousand that are in that game. I hope you realize how pathetic that looks in scale.