So, where are we with this? What's missing?

I think this could already be done quite far actually:
* it's possible to disable base capturing as a whole (init_match.xml)
* it's possible to set your faction have much less bots compared to the enemy (or enemies), set their accuracies (init_match.xml)
* it's possible to set your faction to have one base (init_match.xml)
* it's possible to designate a base for your faction in the map, so that you'll always have a specific base (objects.svg)
* it's possible to setup vests that allows you to take plenty of hits, with configurable none/wound/stun results (vest2.xml), or you could have single-stage "armor percentage" item, which you can wear more pieces than just one in the vest equipment slot --> health for the hero mode
* I believe it's possible to mod in a way to create spawn points (through having a call or a weapon to spawn a vehicle that has a spawn point, use your imagination what the thing looks like) -- I'm not sure, but with some hacks you might even be able to create that spawn point high in the air -> triggers a chute for the player for the drop (call, weapon and vehicle files, check armored_truck.vehicle for the spawn point, take a look at tank.call and tow_resource.weapon)
* faction specific weapon support is there (faction XML files can be used directly to enforce faction specific resources, green.xml has an example commented out)
* a simple objective that doesn't need scripts could be to destroy a static target (take a mesh, e.g. church, radio tower, armory, anything, turn it into a stationary vehicle (see tow.vehicle for how to make it stationary) with some health, and give lots of reward for harming it, open the map in inkscape and add that vehicle in the enemy territory)
* a vehicle delivery objective logic is there (to get it running for a quick match, you'd need to start the script manually in CLI, and create the basis for the gamemode script possibly ripping out the important pieces from gamemode_invasion.php -- 0.91 should allow a way to start scripts for quick matches, once we have gained trust that people have no problems running the campaign in 0.90)
* not really needed for this mod I guess, but there will be a simple charge behavior in 0.91 for AI that carries a primary weapon that can only be used for melee purposes, imagine baseball bats, pitchforks, shovels, swords, fists, legs.. a few animations would go a long way

Having to run away from 10ish Browns attacking with lethal medikits was pure fun
I can of course provide help to set these things up!