[QUOTE=shirosae;376918]This is the mistake you’re making: You’re trying to convince them that dying can be tactically useful; and therefore dying in a game can be a valid choice. You’re right about this. The problem is that they don’t care. They don’t assign value to things by how tactical/well functioning they are. They assign value in games based on what ideas they like in concept, and want games to fit this internal hierarchy even when it doesn’t apply*.
Their problem isn’t that dying in games isn’t tactical. Their problem is that it is. Because they desperately need ‘my death’ = ‘always bad’, for some reason they’ll never explain to you. It’s the same thing you tend to see with TK-Revives, trickjumping etc. People see a concept they don’t like, and immediately demand that it must not be useful. Just put it down to more Justice-Leaguery and move on.[/QUOTE]
You are straying off course, and it just makes you look silly. You are clouding up what tactics choosing to die can and should grant a player. Using that Starcraft vid as an example, no one is arguing that sacrificing oneself to create a distraction or to allow your team to advance should be frowned upon - “tactics” in that sense is fine. What we are saying (or at least me) is that if a player uses up all his supply bar pips, choosing to sacrifice himself shouldn’t be a “quick fix” to get it automatically refilled. I mean, that is the title of the thread - "Change supply meter so that getting killed isn’t an advantage."
If anyone is guilty of “Justice-Leaguery” it’s all you guys who are gung-ho on trying to prove all the advantages and tactics that /kill and sacrificing oneself granted in past games.


