Respawn is also unrealistic game mechanic
Why such comparesions? It will end in nowhere.
It's a game. It's a build in spawnmechanic of the engine.
FYI, in every GAME engine you spawn. There will be never a engine where you not spawn or something spawns.
NEVER.
You spawn in CS, you spawn in ArmA (ACE ACRE also and this mod is compared to PR ultra realistic), you spawn your troops in C&C, you spawn in World of Warcraft, you spawn in all games. Also when you play MaYong.
Tell me please how the Devs can make it better. I listen.
The intension of this mod (realism) isn't about when you die you have to look for another server. It's not a game about perma death. For that's the Dev's integrated respawn time penalties etc. to take out the unrealistic spawnwaves. Such OneLife events are a good method for the hardcore fanbase who like it and it revitalize PR.
People who want the feature when they get killed ingame and want a reallife penalty ..... please jump, where a will is is a window.
Some of us talking not about the spawn mechanic or the Bloody screen or suppression or coop bots. We all know we have currently no cyborg soldiers in reallife so should we remove now the coopmode?
Some of us talking about how things get handled in reallife and how would it fit into the Mod.
Some of us talking here about Joystick controlled turrets and how it would work in PR.
Making it the light attack vehicles (i mean humvees) a bit more difficult to farm infantry.
The MK19 humvee is OP. AAVP7 on Muttrah is OP.
PR is also a game about asymetrical warfare. How you can balance such things for the sake of gameplay? Here an excample :
Humvee turning the turret vertically and controllable with A-D and horizontally with mouselook with a small vertically angle with mouse.
Humvee gunner is good protected.
Compared with :
Technical weapon controlled with pure mouselook.
Technical gunner not so good protected.