The maps weren't designed for a game-mode with locked spawns.
The most "objective based" game modes Destiny ever had was Control and Salvage in Year 1. That's it. Control was basically only Team Deathmatch, and Salvage can literally be won by only getting kills.
The maps are open and allow quick engagements between multiple players. This isn't ideal for Rift.
Most maps, you can get sniped as soon as you spawn. Other maps, the enemy team can run in and take you all out before your animation finishes. Some you can even remain in a room that's inside the enemy spawn, and stay there for half a match just taking them out.
Bungie tried to remedy this by giving a "Resist" buff on spawn that only lasts for 3 seconds. Spawnkilling never stopped.
[b]What other ways can Bungie prevent spawnkilling?[/b]
My idea was Bungie should have implemented Rift maps. Rift only maps. Maps that are designed to be used for the Rift gamemode, because currently the maps are poorly designed for a purely objective based gamemode.
Another idea was what Killzone does. A giant shield wall and turrets that prevents the enemy team from even looking at your spawn.
-
Rift should be this way as follows. The spark spawns in a random spot on the map, then the drop zone spawn in a random spot once spark is picked up. This way you would basically spawn just like in clash, furthest away from enemies