How about this idea to increase the spawn realism:
1) Remove spawning from fobs and rally points as it is now.
2) Make it so that in order to spawn near a fob you need a transport vehicle nearby (And players spawn in those vehicles).
3) Make it so that transport vehicles automatically become rally points when a squadleader is in them and inside friendly territory/flag.
4) Depending on the transport vehicle size it will have X amount of spawn points that refresh every XX number of minutes simulating the vehicle going back to base, getting the troops and then driving back to the battlefield.
5) In order for this change to work there must spawn enough transport vehicles to accommodate 50 players.
6) Once destroyed new transport vehicles re-spawn at main after XX amount of time. This time should be quite high so it is more reliable to RTB for repairs than to just wait for a new spawn.
7) IMPORTANT: Vehicles are not spawn points everywhere. They must be near a FOB or with a SQ leader inside and on friendly territory for them to work as spawn points.

Transport helicopters are also spawn points when a squadleader is in them and only for his squad and when landed on friendly territory. This will render the helis a easy target so pilots must be very careful of where to land in order to become spawnpoints. Also Helicopters spawn points regenerate much faster simulating them RTB and then back to the field much faster.
9) Transports should STOP being spawn points if damaged more then 40% their health.
10) Armored vehicles like APCs do not become spawnpoints when near fobs but they do when a SQ leader is in them but only for their squad and on friendly territory.
11) Bases/carriers/parachutes etc are still spawnpoints and vehicles are not required to spawn there.
12) Vehicles should not be able to work as spawn points if enemies are too close to them.
Possible Benefits of this:
- Will make transport vehicles much more valuable and also a much more valuable target that needs to be well defended by heavy assets/infantry all the time etc.
- Will make the game more realistic, stoping players from complaining about magically spawning reinforcements on infantry only squads etc.
- Squads who lost members on enemy territory would have to "fall back" to friendly territory in order to repopulate their squads giving time to the defenders to re-setup their defenses.
- Squads will move much faster across the battlefield creating a more dynamic combat scenario.
- Scout squads become more important to rely info about possible danger zones for transport vehicles.
- CAS Becomes KEY to stoping enemy spawn advance.
- Creates a more realistic combat flow: basically teams will take their transport to "safe" locations, protected by heavy assets and then infantry would dismount, build a FOB so those transports can be used as spawn points and only then proceed on foot to take a nearby flag and only after the flag is completely secure bring the transport into the flag to pick up the infantry. Rinse a repeat for next flag/important location.
- Promotes the use of Ambushes and Mines, destroying of bridges etc.
- Since it is very hard/risky to resupply troops on enemy territory, it will make territory control and flags much more important than they are now.
- FOBs would need to be well defended and most will require all static objects built around them to protect the vehicles acting as spawn points near them.
- Good placement of FOBs is even more important now as locations that provide "natural defenses" are key to keeping the transport vehicles operational.
- Destroying the enemy FOBs and/or the vehicles around them become both a viable option/tactic to diminish enemy presence in an area. (A Squad with no C4 could still disable a FOB by destroying the vehicles near them, likewise a single C4 that destroys the FOB can render all the vehicles nearby unable to spawn reinforcements.
Potential Problems with this:
- Well managed teams could easily over run less experienced ones and win matches very fast.
- CAS could become TOO important so bad CAS pilots would be felt harder and perhaps represent the downfall of a side much strongly.
- A team that looses most of their transports in a short period of time would probably end up loosing many flags or perhaps the entire game.
- Engine limitations regarding vehicles as a spawn point/ amount of vehicles.
- It could alienate legacy players (this could be addressed by making this a game mode on its own, say rsCNC: "realistic spawn CNC")
- It will hurt "infantry only" squads that are used to special ops heavily into enemy territory with no vehicle support, since they would require heavy support from the TRANS squad using specialized transports like helis. On the other side the TRANS team will become the main focus now instead of being the "noobs that dont know how to shoot squad" to the "OMG you saved us and won us the match Squad"
- Even if it promotes a more mobile gameplay, using more of the map, it also requires more planning and meticulous teamplay specially when attacking. Since attacking could become harder and more dangerous (ONE bad/good attack could mean the the game) then a defense strategy might become the standard strategy for this mode making its gameplay slower that it currently is.
- Makes it too easy to spot enemy FOBS (tough it is like that in Real Life)
- Renders FOBS deep on enemy territory almost not viable since there is no way to bring transport safely to those locations and it is even harder to defend them. (Thou it will be alot more realistic like this, since no real army is able to magically spawn troops deep into enemy territory without using some sort of transport).
Final problem: This has probably been suggested before and it hasn't been implemented for very good reasons!
In this mode, lots of previously viable tactics will die but new ones will emerge.