As it stands, GV spawns are fixed points in space that can be found and camped. Though it is important for players to prevent this, the problem can be avoided altogether if an algorithm were developed for moving GV spawns over time. For instance, instead of a point, a general area would be defined as a GV spawn, and an algorithm applied during map creation would create, say a thousand potential points to spawn from. During the game, players would spawn from a randomly selected point. These points would be very cheap with regard to frame rates (no textures, physics, or collisions) and prevent the spawn camp fests that can currently occur. This would encourage combat even during a rout, and allow for come-from-behind victories that keep the winning team on their toes.
Mind you, this is just a basic algorithm, and a more advanced one could take variables such as enemy proximity and muzzle position, enemy density, friendly density, previous spawns, and lines of fire to and from the spawn in order to select a specific point. This would encourage combat even further by preventing 'bunching up' and putting the focus on the "search and destroy" aspect of tank warfare throughout a battle. It would also avoid punishing players who join later on in a battle by giving them a fair shot at influencing the outcome from the ground rather than just turning them into cannon fodder.
-Penguin