In truth, I haven't seen spawn-camping in a CW match until the very end, where the attacking team is down to its last couple of mechs. Never anywhere close to the second wave of an attack.
That's not to say that it doesn't happen, I just haven't seen it yet.
What PGI could do to 'fix' the problem, assuming that it is indeed a problem?
Easy.
What would the average, semi-sensible dropship pilot do if they were looking to make their drop and saw that the drop area was completely overrun by the enemy? Easy! Move along a little further and drop their load of mechs right by the unguarded (or lightly guarded) base. Why would they just drop them straight into the fire -- it doesn't make any sense.
Sooo... Have some sort of a rule in place that if X number of mechs (say half? 6? Or more than half? 7? To be determined) are in the attacking drop zone (zone to be defined), the attacking mechs instead get dropped into a secondary drop zone closer to (or even right on) the enemy base.
That would give the defenders the ability to establish at least a small forward spear into the attackers' zone, without overrunning them entirely. But would still punish them for outright spawn camping by leaving their base completely undefended and accessible to the attackers.
Just a thought.
<edit: crummy punctuation>
Edited by HighTest, 13 January 2015 - 12:52 PM.