Can we have not just global reinf. but reinforcements limited to each class. And if a player leaves a team, the reinforcements should be reduced in proportion to how many respawns there were per player in that team.
As far as I know counterstrike doesn't have any re-spawns or reinforcements so don't see how it is comparable. In counterstrike you have 1 life so if anything everybody will try to get their best weapon as quickly as possible. Here you actually think twice before picking an very strong but rare weapon, as it costs your own points to re-spawn. Encouraging people to actually not hold the sniper for the entire map, unless they are doing really well.
Where as in RO people do not use the reinforcements cautiously until the team is actually completely out of reinforcements. Directly making reinforcements affect an individual will result in a more powerfull effect of having low reinforcement and a more spread out cautiousness if people are running low, leading to the exact behaviour you would have wanted with team based reinf.
In red Orchestra the spawn time for a lot of maps is 15 or 20 seconds, the spawn time in a game like counterstrike after dying is like 5 minutes. I wouldn't call 1500% of the time a respawn in Red Orchestra takes similar.
Sure it looks similar to the principle of buying, but that is exactly because that is something people can natively understand and grasp. You can spawn either 20 times with a rifleman or say 5 times as a sniper, it increases the rotation rate among rare classes, and actually gives an increased value to the more important classes. And classes that are supposed to die more could be allowed to die more like for instance smg soldiers.
By default without some changes individual reinforcement can have some issues like the entire team running out beside a few. Although these effects can easily be minimized by for instance resetting the reinforcements as I said in steps, like after certain time intervals or obtaining certain cap zones. Next to the ability for people to give some of their lives to other players.
This means that a player that runs out of reinforcement will soon be able to play again, and will encourage his team to actually survive rather than die (as once they cap something you can play again).
Individual reinforcements by default do not make people camp or not, but it makes people aware of the reinforcements. So if the reinforcements are low they play campy and if the reinforcements are high they will play more aggressive.
And that is the great thing, in RO if a mapper gives a map low reinforcements it only means that the team will run out of reinforcements quicker it generally does not change the way people play. With individual reinforcements people individually see the effects of reinforcements and adapt to play in the best way possible that allows them to stay alive, and that is why you generally see that hardly anyone runs out of reinforcements.