For example, in CW, give the landing zone at the beginning of the map some more space and obstacles with the goal being to first secure the landing zone (base capture) and once that has been achieved then another section will be opened by moving the out of bounds line back and the defenders spawn back (possibly give the attackers some "recovered" trial mechs as additional incentive to complete smaller objective and keep the game going). From here you can progress to the walls and generators, then the cannon door generators, then the cannon itself. Nothing should be linear and easily passable. The idea is to give the sense of siege, and by creating moveable spawns and boundaries a lot of this can be achieved. This could also be applied with other game modes to create new CW modes involving resource captures (although I would expect them to be working on something like that already, seems logical).
Just my 2 cents here. I ask that responses are polite and respectful.
Edited by thakillaposse42, 01 January 2015 - 12:01 PM.