Is it you don't like the idea of spawning into a fixed position 1\2 diameter circle randomly inside of that circle or, you want to spawn randomly inside of the 3 mile radius defined by the town flag or the field flag to sneak around and dominate everyone becasue you are "sneaking around randomly"? GVDAR is to solve the same problem of years ago 400 players would avoid combat by hiding in NOE hoards on opposite sides of the map. Today with 150 players average, the GVDAR is to help 150 people find combat, not hide from each other which is much easier to do with only 150 people. The words strategy or sneaking mean hiding from contact with the enemy which means no combat. So you have GVDAR. Surprisingly some GV customers are paying Hitech to have combat in their tank against other tanks.

In the first condition the terrain builder has the discretion of where to place that 1\2 circle. In AH2 it did not become a random position spawn circle until almost the end of AH2. That only solved half the spawn camping problem. The other half was a combination of the tree clutter tiles of the time were very sparse and the terrain builders didn't build the spawns to protect the in spawning GVs. No one thought to hand paint more tree tile into the spawn circle area to protect the GVers. I do that with the AH3 terrain editor to make sure spawns on my terrains are fair to in spawning tanks.
The second condition would have tanks randomly spawning onto the airfield destabalising the game. While some number of this audience want to do things like that to unbalance the arena becasue they feel tanks are sitting ducks and the rest of us deserve it. As a terrain builder I would place that spawn point 10miles from any field and let them spend all night driving to a none existent fight.
The real point for GV's is time in transit which none of you have ever tested. I stop watched tanks on my first terrain testing time to the map room through the clutter tiles. Three miles takes a panzer about 7 minutes at top speed. In our game that is a long amount of time transiting to a fight. Move the spawn farther away, 5, 6, 7 miles, and if you fear defending tanks are around, your transit can be up to 60 minutes in the worst condition. As is, with 3miles I've watched some tanks take 30 minutes to get at a town becasue they were worried about tanks finding them.
At least you didn't complain there are not enough GV spawns on 500ft hills with clear lanes of fire to the field and the town.
Why not wish list a new GV spawn type instead. When the terrain builder uses the circle tool to set the spawn distance, the new spawn is still 1\2 mile diameter but, when set down on the distance circle, the line of the circle is the center line for the 1\2 circle ends to be stretched along the circle for .5-1 mile in each direction along the circle line arc. Anything larger and random will not maintain game balance and end up being abused by GV greifers. Ask your selves why Hitech chose 1500ft radii for the random spawn circle?
When you come up with GV ideas and you start throwing distance into them, think about the longer the distance, the longer Hitech's customers will be driving and doing nothing else for the evening. The magic teleportation spawns are to equalize the time difference for a fighter flying 19-20 miles to the same field to get into a fight as a GVer has to expend up to 30 minutes just to cover 7 miles under the worst conditions.
WT has GVDAR, WoT has tiny arenas about the size of our airfield\town\spawn local combat areas, where no one can hide from each other. And wwIIonline has a fixed map of Europe 325,000sq miles that the roads and villages have not been changed since the game came out (2005??). Everyone knows where you have to drive to make your attack. I think everyone can pull up road maps and guess the obvious in that game. Everyone spawns into combat. AH3 is the only game where the complaints are about not being able to hide from fighting.
