They don't need a system, they just need better base layouts and design. You didn't have tanks shelling spawn rooms in PS1, because the spawn room was underground and there was an entire base sitting on top of it protecting it.
PS1 had clear progression because of the base design. Between base fights were dominated by armor. To breach the court yard (if vehicle shields were up), you needed a combo of infantry and vehicles. Once the attacking side had control, you moved inside to try and take the CC, blow the generator or spawn tubes to stop the defenders. You could bypass some of the progression with Galaxy / Mossie drops, but that was almost impossible to pull off on heavily defended bases simply because of spawn logistics.
You still needed some armor to prevent a flank. But tanks couldn't pin players in the base or spawn by themselves because you had multiple egress points out of the base.
The hodgepodge base design in PS2 is a clusterfuck and confusing as fuck for new players (and sometimes even players like myself that have hundreds of hours logged).
The absolutely dumbest thing in PS2 is the 1 way shields they slapped on everything to make up for their bad base layouts.
So all these things are really toxic to your average player in PS2. The frustrating thing is that the game has mechanics that allow organized players to dominate pretty easily (It's trivial to shut down an armor zerg with organized infantry, even before the balance changes). It's just your average player is a fucking lemming, and your average Squad / Platoon leader is retarded.
One of the biggest things hurting PS2 is the lack of good Public Platoon leaders who can read a map, and organize their dudes enough to demonstrate why PlanetSide is a good game. You have small l33tfits that are closed off from those players, who really need to open up and lead Pub Platoons for the health of the game. Then you have large zergfits that swallow up players and ingrain in them really bad techniques and habits.