I know this topic has been done quite a few times with, at best, inconclusive results, but I do want to propose this solution to the draw-kiting and indefinite camping (including corner-camping) problems anyways because I think it has some potential (though it might require refining/adjustment). The idea is relatively simple and uses mechanics currently present in the game:
CA adds a capture zone to the center of every Multiplayer map (or, if the center is unsuitable, the next closest open area). However, unlike in campaign, this capture point will have no in-game effect (i.e. no buff for holding it, no count down till victory, etc). If the time hits 0 before one army is defeated, whoever has the point captured (or is closest to capturing it, if contested) wins. Draws only occur if the point is neutral (i.e. neither army has sent any units into the point at any point in time in the entire game).
Reasons for advocation:
1) Better Objective: Draw kiting arises becomes sometimes the battle seems unwinnable, so instead one the player will try to ensure their opponent cannot win rather fight anyways. So long as the objective remains as “wipe out the opposing army,” this will always be a temptation and possibility; if your opponent cannot wipe you out, you cannot lose. Indefinite camping is similar: those engaging in this practice refuse to leave the advantageous position lest it result in a loss, and if they don't give you the win by advancing you don't loose anything. This solution changes the objective: the objective is battlefield control, and so the winner is whomever claims it. Thus, neither form of cheese is viable: refusing to fight/advance results in defeat, as the draw kiting/indefinitely camping player is effectively ceding the battlefield.
2) Fully Implementable: As discussed, this would use the capture-point system already used for towers, gates, and town squares. Implementing such here should be relatively easy and simple.
3) Hard to Cheese:There are not many, if any, cheesy strategies that can result in an unfair win using this system: the area will be in the center of the battlefield, so boxes cannot start on it and won’t be able to move there quickly (i.e. there will be plenty of time for both sides to get to the point). Likewise, the point is worthless until the end of the game: trying to set up there ASAP merely gives the opponent control of the rest of the battlefield and opens the camper up for a surround and/or allows the opponent to empty all their ranged onto them, so it wouldn’t be viable to simply camp there and try to win by holding out for 20 minutes (assuming balanced army on the part of the opponent). Likewise, camping off the point lets your opponent wait out of range of the artillery/ranged assets until near end of the timer then move onto the point, either forcing the camper to move beforehand (thus forcing him out of camping) or else let his opponent set up on the point, which will likely result in the camper not being able to take the point before the game ends. The Capture point system is furthermore quite resilient to last-second captures, being relatively slow cap without a large amount of models on it, having capping speed slowed greatly by the presence of enemy units, and calculating speed of capture not on unit models in the zone: infantry units will capture the point much faster than Cav/SEM’s will, and will count higher for determining who is winning the point. Considering draw-kiting relies primarily on cavalry, flyers, and/or SEM’s (i.e. low model-count units), this helps prevent cheesing a win by doing something like avoiding combat while picking off a few units here and there then bum-rushing the victory point at the last minute to cap it: the draw-kiter will take longer too long to camp or will loose in melee, resulting in the bum-rush likely ending in failure. Also, one can block access to the point with good infantry positioning, making such rushes hard to pull off by kite armies. Likewise, there is a little notification in-game about the capture point when the battle is close to ending, so players shouldn’t be caught unawares. Basically, it will be a final win condition that probably won’t come into play most matches, but when it does shouldn't be cheesable.
4) Shouldn’t Affect Gameplay: Due to the point having no bonuses and the lack of ability to cheese the point, gameplay shouldn’t be adversely affected: no current strategy will be made invalid and the difficulty in cheesing the system will prevent cheesy strategies from arising. All this would do is remove draw kiting and indefinite camping as viable strategies (normal kiting and boxes should still be as viable as they are now).
Let me know what you think: I believe this solution solves most problems with indefinite camping and draw kiting while introducing few, if any, in return, but I might be wrong about something here, so feedback and refinement would be appreciated.