get the Gv guys more involved in the actual fight to take a base or defend them
Wezel,
I agree with your intent, but as a fellow Knight I think you know as well as I do, there is very little that will convince them to organize, especially for a base take. Tank Towns at least gather folks with a similar intent in a general area. I know with Knights, this is still like herding cats, but at least the "cats that are there (in TT) typically form into a fighting unit for safety's sake.
Similarly, the discussions about high altitude fish bowls, canyons, and my barrier reef idea are designs in maps that attempt to channel action. The best explanation for such an apparent need for these types of designs is that AH offers so much freedom in movement and not enough reward for country advancement. (There I said it. I love the game, but writing my name with the Carrier Group spawn can be just as entertaining as taking the last base to "win the war").
Therefore, your premise that having no Tank Town, will gather tankers into better action elsewhere, will have to involve much more in the evolution of the base take system. This is entirely in HTC's hands and there is hope that with a new terrain and field designs will come renewed interest in "The Warz" (for heaven's sake at least for Knights). Until we know what these changes are, I will assume that game play will be status quo.