I get where your coming from Anderson, but I have reservations about the reasoning for it. The issues you are trying to address are bad game play issues and cheaters, but there could be unintended consequences in forcing this rule set onto otherwise savvy players. From an AAS perspective, currently, taking a HAT or a sniper kit into enemy held territory without a means of escape or re-enforcement is not something either you or I would do. The risk of it falling into enemy hands is too great, and while our single ticket life is off little consequence in the grand plan, the loss of an important kit is. Once you remove that risk you remove the reason we don't behave in this manner, if I can go out and score a tank kill with a solo HAT ambush and the team merely looses the HAT kit for 20 minutes, it is a win, 22 tickets for 1. At the minute, loosing a HAT kit to another conventional faction could result in 100's of tickets of extra loss as they deploy possibly a 3rd HAT team. Yes, this is not something that is considered by 100% of the player base, yes, this sort of idiot behaviour happens, but once people come to understand the game play dynamics of PR it eventually should stop. Risk factors are what keep the use of specialist kits to the somewhat sensible level they are currently at.
From the Insurgency perspective, again, what we are seeing is bad team play and bad kit choice, where squads intentionally enter CQC in the city armed to the teeth with long range camping weapons, scoped SAW's and the like, delivering them right into the hands of the waiting enemy. The enemy who's primary means of winning the round is …. camping. Again, a savvy squad leader will have his breaching squad equipped with mostly iron sighted, 'expendable' weaponry, and maybe a scoped rifle or two, a US M4 with aimpoint is no better than a insurgent AK47 or G3. The only thing you really do is lower their reliance on civilian collaborators, which is beneficial in its own way.
But this aside, the way I understand this mode is meant to be played by BLUFOR is to forge in using mutual support, firebases and vehicles, clear the area and kill the cache. At which point the insurgents will disperse towards their new locations without the coveted US kits. The plan as I see it is not for roving six man bands of l33t spec-ops with marksman rifles, UGL's and scoped SAW's to meander round the city speculatively until they get surrounded and mauled. I mean, eventually people have to realise this don't they? Remove the consequence of loosing these kits and this sort of behaviour would only intensify as people who don't currently do it realise the benefit. It would increase the killing power of BLUFOR significantly and reduce the reliance on team effort, whilst creating a whole new set of balancing issues. The balancing issues could be redressed but the loss of team play requirement could not.
As for the cheats and the fools who take HAT's and Engy kits to the insurgents, police them, I occasionally check the 'TAB' score-sheet and scroll down, if I see any of those kits acting either stupidly or suspiciously I ask the offenders squad leader what the hell is going on, if I get no joy from that, I go to an admin. I really take exception to it, a lot of people do, but if more people did this while they have idle moments this behaviour could be stamped out without the need for changes to the game system, which even you agree would result in less fun. Oh and that I am one of the worst offenders for running around with enemy kits, to the point of even stealing insurgent weapons, does not, in any way negate any of my points
