TL;DR
In PVP scenarios, provide option to make respawn times scale with distance from your starting area on death.What ?
There should be an option in PVP scenarios to make respawn times scale with your distance from your starting area.I would suggest scaling on a sigmoid, with very short (1 to 5 second) respawn teams near your base, and very long (10-20 seconds) respawn times very far away.
Perhaps also, dying in someone else's starting are should be treated as being ten times farther away than you actually are.
Why ?
This makes it harder to attack the starting area, and reduces the impact of strategies like putting mines or laser turrets in the starting area of another team while not completely eliminating the usefulness of such a strategy. It also encourages people not to go in kamikaze runs as the long wait time when they're far from their own starting area will discourage this.Scaling this on a sigmoid provides for a minimum and maximum respawn time and avoids punishing people severely for being a few steps outside their starting area when they're killed.
Also, making dying in someone else's starting are be much more expensive serves the same purpose. It allows PVP starting areas to be sort of close to each other while still allowing reasonable scaling so that stepping outside your own starting area a little doesn't immediately result in a huge penalty to respawn time.
Though, one worry again is a huge step effect when an attacker rushes for the edge of the enemy starting area when they're at low health simply to avoid the 10x penalty.
Lastly, this makes expansions significantly far from your starting area both expensive to attack and to defend.
It could be argued that simply losing all your stuff to the other team is punishment enough. But watching a recent PVP match suggests otherwise.