Good to have some actual suggestions here for evolving Classic (i.e. single player quickmatch in multiplayer

) into an actual PvPvE mode.
So, Beerdrinkers got the capture mode already as single in order to keep players from both sides focused on fighting at roughly same spot, also avoiding the base rotation effect often coming from backdooring, great. I guess everyone agrees that this option is preferred?
Comms truck / radio tower appears to have too big meaning as well, being often the key to success and partly solving stalemates. It can be easily removed from the gamemode, of course. How about trying that next, like halp suggested?
This can be good, we'll have all players at the same spot as there's no incentive to go wandering around the place much. With balanced teams everyone just making the best use of their combat skills to win over a base might end up into another stalemate once again, though, but who knows, maybe not. (so.. is that then equal to team deathmatch + an objective to swarm a spot to score?)
My personal grudge with PvPvE like today is more related to the size of maps and the fact that there's so much room for "back and forth". E.g. in Keepsake Bay, we had already lost down to one base, I was hoping right there that please let us lose so that we can advance to the next map - but no, we captured another base, and seemed the match was going on again. Everyone got lucky there in the end tho, as we soon lost the comms truck and someone had the RP to spam paratroopers in the Ranch, whew!

I hardly think I'm supposed to think like that when playing PvPvE that after, I don't know 30-40 minutes of fun combat, I want us to lose in order to close the match. I'm not sure if anyone else sees it this way, might be just me.
If that's a common thought in Classic - what to do about it? I have to say my initial solution to it is
go play minimodes. It's too bad of course that some of substages there have so frustrating situation for the other team, that they are probably thinking
go play invasion 