Jeeves wrote:
Like I was trying to say in the other post, we should not worry about encouraging staying alive becuase that does nothing for gameplay. I would much rather try to pull off the unbelievable and die 20 times than to hide behind a wall for 10 min while that saw unloads in my direction becuase I dont want to die.
With everyone only looking out for their own lives you will have less coop IMO. People will not be willing to risk their neck to save yours becuase they have that punishment for dying (or lack of encouragment). No more medics, no more self sacrafice for the team. When there is a stalemate fire fight going on, I will be that guy charging out as decoy so my team can get the shots off. Sometimes I live sometimes I dont, but I know my squad benifited from it either way. With your system (the general topic of the thread) nobody would want to be that guy.
It may just be me, but I think that making people
fear for their lives (virtual ones of course

) this will actually
promote squad work.
One game we had a new player in our "hardened squad", they said they had never played a BF2 game like that one because before they never really
saw teamwork in action (I mean
real teamwork, not just medics running around zapping and throwing med packs at people).
We ran into a situation like you described, there was a Vodnik that pinned our squad down, the map was Road to Kygon'Ni, (sorry for the butchered spelling of the name) no one in our squad
wanted to die because it meant a long trek back, so our SL tells our assualt soldier to pop some smoke, then the LMG and the rest of the squad to try to suppress the Vodnik while the AT soldier moves to a position to destroy it ... teamwork!
Now if everyone feared for their lives, sooner or later they are going to try joining a squad, or give up because they can't "rambo it" anymore alone. Quite effectively weeding out the non-teamplayers

.
The key is to implement this "fear" effectively, a one life per round implementation is a bit harsh for 30-45 minute rounds, but 20 seconds till you're back in is not harsh enough. I think a 1 minute death timer is a good idea. Also
re-implementing (everyone seemed to have forgot this ...) BF1942's "global" spawn system sounds like a good idea, but it could prove to be difficult.
Someone in this thread suggested a higher ticket loss per death. I figured I'd write my ideas here too (might as well, the more people who read it, the more people might think it's a good idea).
Basically, the more "expensive" the equipment is, the more it costs your team if you lose it.
So, for example, if you die as a generic rifleman, it only costs your team 1 ticket, but if you die as a LMG gunner, since a LMG is more "expensive" than a rifle, it costs your team 2 tickets.
Adding even more, if you lose a MBT, a very expensive piece of machinery, it will cost your team 10 tickets, and if, somehow, you manage to blow up that multi-million dollar jet (you weren't doing anything stupid, right?) your team loses 20 tickets.
Now, with the last idea, obviously vehicles would have to not be able to be destroyed over and over again by the enemy at their spawn locations, and they DEFINATELY should not randomly blow up after you leave it for 5 minutes, so I propose to make the vehicles spawn, and another
WILL NOT spawn
until the vehicle is destroyed. Also, if the vehicle is destoyed where it spawned, the team loses no points (to prevent vehicle camping)
Hopefully
someone reads and likes my ideas enough to implement at least
some of them

.
Whew, long post ...