Solution: assign tank roles on a per tank basis. Tank roles only become active when a tank is ready to be spawned, and last only for the duration of one life. If you die, you lose your tank role until a new tank is ready to be spawned. If you bail out and fight on foot and your tank is destroyed, another player from your team can take the tank role when it becomes available, and you will lose yours if all available tanks are occupied.
All the more reason why a tanker should be ENCOURAGED not to fight on foot, but not FORCED to.
Give tankers on foot the ability to respawn (with a slight delay, so you can't respawn just before someone shoots you) without penalty.
What do you mean by asynchronisity?
Don't give tankers capping power, and they won't feel inclined to attack objectives, only to fight for their lives (until it is safe for them to respawn themselves).
Exactly. So don't give tankers cap power instead of forcing them to stay inside tanks,.
Worth the delay for TW to produce a superior product.