Why not an active spawn process that identifies the location of all campers and places you 3000 to 10,000 yards from the closest camper depending on terrain and numbers of campers?
Change the concept of the spawn arrow end point with a random area spawn circle so many thousand yards in diameter, to a grid with the leading 3k-5k wide edge the spawn's battle front with up to 10,000 yards of random depth back from the published line front seen on all maps by everyone. You would have the current line and arrow with an added 90 degree line that the arrow bisects showing the leading edge of the active battle front. Now a bit of cooperative air ground reconnaissance makes sense when you camp a battle front or need an idea why you spawned so far back from that front.
Obviously with two GV bases in each others back yards the short spawn stays as is. But, scale this up and down for the larger venues with longer spawn lines. Some tuneing would be required to keep players off cliffs or out of the bottom of unclimbable features. With a horizontal line front published on the map, the campers will know if they move past it spawners will generate in out of range up to 10k back up the spawn arrow line across a 3k-5k wide corridor.
So even if you try to be sneaky and stay to the sides of the corridor and not be detected, the spawn in player probably has a better chance to evade you. Or Hitech can simply not tell players you are detected as a camper of the corridor by an additional 1k buffer around the borders.
As the campers move forward into the corridor destroying in spawing tanks, the process can extend the rear boundry of the corridor all the way back to the home feild spawning you out of camper range. Or unfortunatly on some maps back you up to an ocean or a mountain. This is where you call in air support to clear your corridor back to the published front and reset the battle.
Or see the Additional Spawn choice below.
GV commanders while in their GV could have availble mini grid marked maps that show these grid corridors to work with other tankers coordinating attacks against the spawn campers. Heck let the campers have the same map info. The point to this is to attempt to spawn players in far enough and random enough from campers to make camping a rairity opposed to tanks hunting each other down. We have great dead eye point and click main gunners who land outragious kill strings. Not to many tankers who can out manuver you and come home with scalps.
An additional spawn choice based on the mini grid maps, is a player can communicate with another in the corridor, be given a grid location, choose manual override mode, then move the spawn arrow to where his freind needs him to spawn in and support him. This might be interesting if a large force has pushed the front back into the corridor and you want to manualy choose to spawn in a rescue force of tanks to hit the spawners force from behind.