What's actually possible is a little limited. I can't bring AI characters onto multiplayer, so the next best thing would be to bring single-player objectives, and that's what I'm working on.
Finnegan McCool, the gentleman who created the utility called "The MechWarrior 3 Workbench", the utility I've been using to modify the game, had created long ago a utility called the "Mech3 Team Map" or something like that, which used two multiplayer maps he had made exclusively for use with this utility. What it does is takes the entire Operation 1 mission area, from campaign mission 1 to mission 4 and allows 2 teams in multiplayer to choose which mission area they're going to play on ahead of time while providing a pre-set group of spawn points for each area that are relative to teams spawning with their teammates. Also, each team gets their own mfb's, and if you try to use an opposing team's mfb you hit a kill boundary and die, resulting in a lost point for your team. This utility never really got traction back when multiplayer was still somewhat popular unfortunately. What I can do with it is bring the project another step forward.
I can basically add all the destroyable single-player objectives to his two maps, "Operation Damoclese 01" and "Damoclese in Winter" (basically hot and ice versions of the same map). Problematic: the game will not count the objectives for you as points, so the teams would need to count them and be in agreement at the end of the match and add them to the kills. If along the way I find a way to get the game to do this automatically I will.
So to summarize, this project would allow for team proximity re-spawns, exclusive mfb points, and destroyable mission objectives in a "deathmatch/defend/search and destroy" scenario. I would call it "base capture/defend" if I found a way to designate the objectives in relation to respective "team 1" and "team 2"....which might still be possible.