edit 2:
@ Praxius: Well consider it this way, CD is pretty much all the way at one end of the spectrum of respawn penalties. It is the ultimate penalty, you get one chance and that is it. This might appeal to some people, but I admit it's even a bit too much for me on most days.
Agreed and is also why I don't play Countdown, or Counter-Strike.... it's a game and I want to play it... not watch it.
I try and be as careful as possible in every match I play, yet sometimes all my best efforts and attempts to play the game as it was intended simply isn't enough and someone who had a better edge on me took me out... now I have to sit there doing nothing for however long it takes for the round to end.
Might as well log off and go do something else.
..... as an aside to this, I find that games with longer life times tend to be a LOT more immersive. It breaks the immersion in a game to die and respawn and die again in under a minute. I find I become more determined to live and survive the longer a life goes on ( even in Hoes )..
Well for me, games like BFBC2 that seemed to pop you back into the action in 5 seconds or less most times was a bit too quick and I experienced what you described above.... a big mish mash of disorganization.
But at the same time, 30 seconds or more of waiting around to play again annoys the crap out of me..... in ROCA, the Map Warsaw had a spawn timer of like 45 seconds.... I just avoided that map.
15 seconds for me is a balanced middle ground... 20-25 seconds is borderline and anything 30 seconds or longer I avoid.
Sometimes people have a bad day no matter how carefully they try and play.... punishing players with longer spawn waits won't fix this and only frustrates them.
Spawn waiting was brought in to make people play more carefully in the first place.... based on some claims in here, it's not working.... so why would one think that making the spawn time even longer do any better??
This idea is walking a thin line between forcing people to play more carefully..... and making people just turn off the game to play something else.
While some of you in here may approve of a longer spawn timer for players, others wouldn't..... how many players would be lost if it's made too long? Would it be worth it?
If anything, I can agree on spawns being further away from objectives as opposed to longer spawn timers..... at least then players are doing something other than staring at a screen and eating some pretzels, even if it is just walking across a field.
By the time people get to the battlefield, they'd be out of stamina and their weapon effectiveness would be hindered..... thus more of that immersion people are looking for.
I like the idea of variable respawn times based on your time alive as long as it's clearly evident why you now have to wait an extra amount of time. I've played other games that had similar and you could never figure out the why. And that was frustrating.
Also, keep in mind that longer respawn times can have drastic affects on gameplay in less obvious ways. It can enable the surviving players to dig in deeper, spawn camp more effectively or make quick progression across the battlefield. The steamroller effect can be pronounced.
Agreed on all those points... and if a Commander just nuked most of the other team with rockets, even when they were under cover.... they're all punished by an extended spawn time, especially those who just spawned and just arrived to the objective.
I like the idea of a simple suppression reward, whether it's just a "best at it" at the end or if you get an additional assist point when someone you're suppressing is killed by a teammate.
Agreed.... I think it's at least the safest starting point with the least amount of draw backs to the game.... if it doesn't work, take it back out.
Besides.... the thread is titled
"Any thoughts on rewarding suppression?" .... not
"Any thoughts on punishing players who don't play right?"
Longer spawn timers and further away spawn points are a punishment, not a reward.... and would not solve any problems with people not using suppression as much as they "should." It would only mean (at best) that players would ensure they have their target killed (rather than suppressed)..... or they'll just camp more.