So, I had a bit of this discussion on the Warchest forums as well, but I’m going to phrase things a little differently here for the sake of argument.
First, let’s look at Counter Strike, if we’re going to make comparisons, make one to that game. As much as I hate it, it did in fact do the one life per round mechanic PERFECTLY due to the economy system. While the money amounts aren’t quite where I’d like em to be, the execution is flawless. Every kill and every plant/defuse gets you money, and you use said money to buy your weapons. So every kill, death, and bomb matters, you have to make real tactical decisions and what you want to do next round.
Now, let’s look at Dirty Bomb’s execution, the major flaw in this game mode, and why I personally HATE playing it, is that everyone spawns with their abilities at the ready. Every Phoenix has a revive ready to go, every Skyhammer starts with an Airstrike, every Vasilli has their motion mine, and so on. These things make a huge difference in how the game mode flows, because really once someone has a good enough understand of the game and how it works, they can memorize motion mine and airstrike throws, some we know exactly where the enemy goes and can even be guaranteed at least a partial wipe.
This inherently makes the game mode broken, there’s no real management of resources or tactical sacrifices to be made, it just devolves into glorified death match.
A better game mode would have Headquarters, which is essentially KOTH, but once you capture the point, you stop spawning until the enemy team destroys it. We could call this game mode Extraction for Dirty Bomb, and it’d actually work perfectly for this game considering how it plays.
Take a look