We are implementing a (close to) fixed server maintenance schedule so that players can expect to know roughly when a server reset will take place on any given day, barring emergencies.
While some players have expressed a desire not to have a pre-arranged schedule because of impact it will have on the gameplay at that time (or the time leading up to it more accurately speaking) it's kind of a "some lose some win" deal where not everyone can get what they want. There is no "one size fits all" in this kind of scenario.
As of Monday this week, server resets that are not emergency related will occur at the following times:
Mon-Thur - between 10:00 and 11:00 AM (ie: late morning) CRS time (that's USA Central Standard Time)
Fridays - late afternoon (3:00-4:00 PM) to take advantage of the Friday night and Saturday morning prime time peaks
Weekends - weekend resets will be at our discretion. We try to avoid them altogether but it's generally not possible to go from Friday to Monday without a reset, although we might make it through Saturday to Sunday if we reset late on Friday. Being as we don't have a dedicated staff to be available every weekend at a specific time, and that weekends are private time for those who work Monday to Friday (and often nights and weekends too) we will not at this time be committing to a specific fixed schedule for weekend resets. In general a low population time would be the first priority and this means a Sunday morning reset is the most likely. However, not every Sunday can be expected to have the same freedom to reset at the same time every time.
Resets will always have (barring an emergency) 30 minutes warning and downtime is generally about 5-10 minutes depending on several factors that cannot be predicted ahead of time. We will not be undertaking "fixing" the pre-reset map state of contested towns and cities after a reset is completed, players should be aware that any capture attempt not resulting in a completed objective before the HOST is reset will always revert to it's default nothing captured state.