A problem made in ROOST to me was that everybody didn't care about their lives. Everyone ran through machine gun fire, everyone ran through places that were obviously held by enemies. Everybody was careless and didn't care about dying since they'd re-spawn in 6 seconds. So people did a lot of ballsy moves that people wouldn't attempt in real life(chasing a man around in a bayonet for 2 minutes, running right at the enemy with a grenade). The suppression in RO2 seems ok but it's very artificial. We want the players to be suppressed because they want to live. We need them to value their lives. A good example of how to make player's fear for their lives in a video game is ArmA II.
In ArmA II(multiplayer), it takes minutes to go to the battlefield. Games take a long time, they're slow paced, if you die you'll have to go back to spawn and then take 15 minutes flying to the point. It's a huge drag when they die since they're out of the game, the firefight. In this, the players fear for their lives with the greatest penalty that they will lose and then take a long time to get back to the fight.
In Red Orchestra 2, we need players to value their lives and actually be suppressed by their own actions, not by some suppression meter that operates without consent of the players actions or wills. My suggestion is we should have longer reinforcement times. Two minutes would be an appreciable re spawn time. This way, players would play more conservative and more cautious, and actually pull back and take cover when being suppressed. Nobody would want to be the rambo running in and dying at the start and having to wait two minutes to respawn. It'd keep firefights longer and more intense. It'd have enough time for players to run in and reinforce the men dead. Keep in mind that since, in theory, people will play much more conservatively, games won't become a barren wasteland after a minute of playing with everybody running to die. People will just take cover more often. So the overall player count should still be relatively consistant and not too dramatic.
With players playing more conservatively, you'd prevent this scenario from happening(Everyone dies in the first 30 seconds due to being cannonballs, and wait to respawn) but have something more like this(everyone grabs some cover, are actually suppressed and don't die every second, some die and respawn in two minutes). This way we'd have people doing the act of suppression themselves, while keeping a epic game full of bullets flying everywhere.
In ArmA II(multiplayer), it takes minutes to go to the battlefield. Games take a long time, they're slow paced, if you die you'll have to go back to spawn and then take 15 minutes flying to the point. It's a huge drag when they die since they're out of the game, the firefight. In this, the players fear for their lives with the greatest penalty that they will lose and then take a long time to get back to the fight.
In Red Orchestra 2, we need players to value their lives and actually be suppressed by their own actions, not by some suppression meter that operates without consent of the players actions or wills. My suggestion is we should have longer reinforcement times. Two minutes would be an appreciable re spawn time. This way, players would play more conservative and more cautious, and actually pull back and take cover when being suppressed. Nobody would want to be the rambo running in and dying at the start and having to wait two minutes to respawn. It'd keep firefights longer and more intense. It'd have enough time for players to run in and reinforce the men dead. Keep in mind that since, in theory, people will play much more conservatively, games won't become a barren wasteland after a minute of playing with everybody running to die. People will just take cover more often. So the overall player count should still be relatively consistant and not too dramatic.
With players playing more conservatively, you'd prevent this scenario from happening(Everyone dies in the first 30 seconds due to being cannonballs, and wait to respawn) but have something more like this(everyone grabs some cover, are actually suppressed and don't die every second, some die and respawn in two minutes). This way we'd have people doing the act of suppression themselves, while keeping a epic game full of bullets flying everywhere.