Atm in ro there is an issue in my opinion with people completely not caring wether they die or not (especially in public games). This leads to people often taking too many chances with extreme risk, and rather die while ramboing to respawn with full ammo than walking to an ammo crate.......
I think the problem is more to do with your generalized view of what other players think and/or do, then it does with how people actually play..... either that or you're taking a few bad apple examples and thinking it applies to everybody to justify changing the game system 180 degrees from where it currently is, when it's not needed.
I care about dying in the game, as explained elsewhere in another thread.... and just about everybody else I talk to online care as well.
Some people will be low on ammo, some may think they have an advantage on the enemy and could ambush them, or maybe they've been waiting for the rest of their team that was killed off to come back them up, or some may have another reason why they think a quick rush and gun is a good or final option (which is valid in some situations of the game play don't forget..... it is a tactic.) and then they end up being killed, followed by them giving out a text of "LOL, I almost had you" or similar.....
.... they're having fun with the game and for whatever reasons they have for doing what they did, they don't diserve to have some system in place to force them to play as you think they should.
If someone is running and gunning your team down, then pick them off, they make very easy and very loud targets not to miss. If it's someone on your team and they're knocking down your reinforcements, then ignore them and continue to beat the game.
Or if it bothers you that much, start your own clan or join a clan that plays as you do and only play against others who play as you do, thus avoiding the public servers.
They are afterall, "Public."
I think that dying should affect your morale in the next spawns (should be realistic, as the next soldier perceives that there are many casualties on his side)
by morale, I mean what I think that TWI is doing with it (reloading speed, steadiness of weapon, stamina level... etc)
That type of system might work in a game like
Leisure Suit Larry where you get drunk and your response and co-ordination are affected, but doing something like that to this type of game will make a lot of people quit or just not buy the game, because in a sense, all that's happening is the more you die, the drunker your actions become..... you're slower reloading then the next guy, your aim is all over the place and can't hit the side of a barn, you can't run as far.
You might as well play the class of the wandering town drunk and wait to be killed over and over again because eventually it reaches a point where you're so crap in your response that you can't get out of the hole you're in and you leave the server to play somewhere else, or perhaps another game.
Both the Perks and Reinforcement ideas I've been hearing laitly are not giving me good hopes for the next game.