I agree with you, and others in previous threads, that sometimes it is tactical and even appropriate. The larger question is about consistently rewarding such players with large rewards while penalizing their victims. If it's appropriate and a player simply spawned in a location that is too hot, well in that case it was their mistake and it was their own doing.
On the other hand, when every possible location is camped and a player can't escape with a beacon it's a huge issue. There are all sorts of possible fixes that could be put into place. Simply having a random radius around a location won't be enough. Prime example, if you've lost all the points for whatever reason and are pushed back to the backup spawn it's too easy for the other team to simply move their and camp everyone at one location. Random or not, when you've got every angle covered it doesn't really matter.
Possible solutions:
- Players killed in a backup spawn don't contribute to any SP or ISK for your performance
- Players killed to close to the backup spawn detract from said bonuses
- Backup spawns have cover
- Backup spawns have turrets
- Backup spawns have automated AA turrets that can only fire in their vicinity (no LOS beyond small radius around spawn)
- Automated anti vehicle turrets, same restrictions as above
- Players spawn camped receive consolation SP and/or ISK scaling with number of times they are camped
- Players camped multiple times at the backup spawn receive bonuses to damage, shield, etc scaling with the number of times they have been camped
- Vehicles killing more than x number of players at a backup/default spawn are automatically destroyed
- Killing x number of players while spawning results in a warning, and ultimately a boot from the match (should only apply to the backup spawn)
- Temporary cloak such as in EVE. Allows client lag to catch up so the player object doesn't spawn before the client shows they spawned. Remove cloak in 15-30s, or when player inputs any sort of command aside from chat
- Temporary invulnerability, should only be used with and the same way as temporary cloak
- Ability to spawn outside of beacons and/or spawn points (anywhere on map - on the ground of course), drawback is an increased spawn timer. Instead of 10s, you end up taking 15-30 depending on distance from existing spawns and/or beacons
Those are just a few options, but any of the above would assist in dissuading rampant camping. Having played FPS games since Wolfenstein, and having been working on games since I hacked a PC game called Artura on the Atari ST, I'd say I probably have a little bit of insight, and experience as both a player and designer.
My insight is telling me the issue goes way beyond simply fixing the bug. If the game rewards people for camping when it isn't appropriate, it's actually counter productive to the game's goals as presented by CCP. They seem to want to expand on the EVE universe and attract more potential fans.