If you pull off the Blackjack and hookers, I'm on board! Everyone likes Blackjack and hookers.
Admittedly there are a lot of design choices that do encourage a bit of camping. Soldiers being more expensive and precious means you're less able to spend a few on assaults, so you need to treat them much more carefully. The major trick is one that several learned in vanilla X-Com, and several others either never caught on to or never cared because soldiers were cheap. Hold back, keep together, move slow, and depend a lot on reaction fire to take out moving enemies.
However there are already things in place, mostly from vanilla AI, that keep full on camping from working, including that AI enemies do not dependably rove around the board, and can often get themselves into a corner where they're basically camping. The better solution would be better AI, but even the best game AIs built by teams of highly skilled programmers . . . well, let's just say sometimes artificial intelligence looks an awful lot like natural stupidity even now.
Honestly, with some of the mods being developed for OXCE+, I'd love seeing the AI being revamped a bit to be more tactical in the way it handles things, but even there, we can go back to AI development for AAA games using highly skilled programmers paid to do nothing but develop that AI. Those games' AI still needs a lot of information built into the map to really work, at least fairly dependably and with an overhead small enough that a current consumer level computer can handle it. The kind of AI that can look at the maps the way they're designed now and be able to develop anything like decent tactical acumen would require a a pretty high end server level system with multiple Xeons and a full load of 192 gigabytes (or more, I haven't seen specs on a server class motherboard in a while) to be able to handle things without chugging. This means in order to make more advanced tactical AI, mapmakers have to go through and add a bunch of node information to help guide the AI.
Oh, and particularly if you do turn on sneaky AI, they don't all just run by your craft eventually. They tend to stay back out of where they've determined you can see them until they're ready to make attacks. If you're having trouble with them running in and overwhelming you, sneaky AI can make a rough start a bit easier, but makes the later hunt more difficult . . . and surprising. They do seem to do more genuine sneak attacks with that setting on.
Personally, I do a half camping start when I have a lot of gals. I don't want to run them all out and have them all sitting in the open with less than half their TUs left, so I send one or two pairs out each exit, and the others standing inside covering them. On the Menace class craft I even have 2 or 3 I send to the roof with sniper weapons. The snipers will stay there for several rounds, even when the rest are out and roaming around, in order to catch the few who will come out in their line of sight.
And if the enemy is using a nuke, and I'm not well engaged yet . . . I get back on board and get the hell out. Those nukes are not to be played with until you're into late game, and I still haven't gotten there, so maybe not even then. Although, I did get lucky on one last version. Fully engaged when i saw a mercenary with a nuke launcher, but managed to take him down before he could fire a shot.