Landing on the helipad is kinda a bad idea - you'd then hit snags when people tried to buy new vehicles. Plus, having an engineer repair you gives him credits and your team more points.Ah. Tiberium silos - perhaps they might increase non-dump production by 25\% but be easily destructible? I mean, it'd most likely be an extra two credits per "tick" if there were a max of two silos.
Service depots. Kinda works on the same principle that I denounced with the helipad, but imagine being able to not have 25\% of your team stick behind as engineers? Only caveat: less engineers = less people sticking behind to defend and repair the base.
Hospitals might also be workable but they'd be a constant area of contention and a favorite spot for snipers to target and for people to mine. "Fully healed and feeling fine!" *BOINK* "#*$\%!" ![](mad.gif)
I also think a map with a town would be a nice thing - give it a population who basically doesn't like the fact that you're waging war in their back yard.