There is a solution to this y'know....
How about some sort of dynamic spawn point system where the spawn varies based on location of enemy gvs and planes?
This is going to be a lengthy explanation but give it a read if you are interested..
I'm approaching this in a technical sense as a programmer
The system as I see it would have these advantages:
You would (probably) never see an enemy gv spawn. He would always come up from BVR and the direction of his base as one would expect from a real life ground attack.
Spawn point camping would be impossible.
You could establish a defensive line of planes and gvs near your base and all incoming gvs would have to go through that line. This would stop you having to worry about new gvs spawning behind you when you are between your base and theirs (assuming you are reasonably close to your base) One or a small number of gvs or planes might affect the spawn point but if there is still enough room to the left or right, gvs could still get past.
A lot of times I've found having vehicles just appear in the middle of a battle kills the immersion for me, both when in the gv and when seeing it happen.
It is somewhat more feasible when an a/c appears on a runway at a field belonging to its country, but having a vehicle come out of no where x miles from a base always looks silly if you are there to see it.
My idea is to set up the gv spawn system so enemies never see a gv spawn. I am under the impression now that the spawn points are a fixed point in space in which a vehicle appears at a random point within a certain radius of the fixed spawn point. What I am suggesting is to have the fixed spawn point dynamically locate itself on the server side.
The possible area that the spawn point could be placed upon would be a rectangular area of land that is parallel and centered length-wise on a line running from the origin base to the destination base. It could be limited to > x miles from destination base and also be required to be a certain number of miles away from origin base.
There would be a preferred spawn point set where the gv would spawn assuming there is no one else around. If it can't spawn there the new spawn point would always be farther back to avoid having gvs come up on far side of a defensive line of enemy gvs.
The logic of how the spawn point would move from there would be determined as follows (with this priority)
1) are there one or more enemy gvs within x miles of the preferred spawn point? If so move spawn point back and left and right (within determined rectangle) as needed so the spawned gv is just outside visual range of any enemy gvs.
2) are there any enemy planes within x miles of the preferred spawn point (or the new one determined by step 1) who are under 10k feet? If so move spawn point farther back again, at least keeping spawned gvs outside of icon range, i'm going to say 3-4k is probably sufficient here since gvs are very hard to spot when you don't have a good idea where to look. (anyone over 10k is beyond the range in which they can effectively interact with a gv unless they want to level bomb it from a bombsight. Most people above this altitude will not be looking for gvs.)
Also additional complexity can be added to #2 to track how long a plane has been inside the radius considered too close to current spawn point. Only after a certain amount of time would the plane have an effect on the spawn point, this could be further weighted by checking altitude. Very low alt on the outside edge of the radius or altitudes very close to 10k should take more time to effect the movement of the spawn point. this would keep it from being jumpy and make it so if a bunch of you spawned at once you'd be more likely to stay more or less together.
Using these criteria the server could dynamically move the various spawn points around during game play. When an actual request to spawn a gv is received, the server (or this part could be done client side even) would randomly pick a point inside the specified radius around the dynamically determined point, and also could check for terrain suitability. Mainly suitability would be not in water and also it should look at height of the random point vs. the average height of the terrain in the radius around the point and limit the variance to avoid spawning at the top of a mountain.
I'd like to hear opinions of others if anyone actually got through that and understood it.

-sequence