I respect SD’s decisions, the work you guys did on your previous two titles speaks for itself. You guys understand what (pc)gamers want from a multiplayer game, more so because of the studio’s roots as a competitive multiplayer clan. And it’s a given that no wants Brink to be a success more than you guys.
Yet, I feel that the direction Brink’s development is heading in now, isn’t what most of us, pc gamers especially, want from it.
"I’ll admit that I don’t think any of us thinks our solution is ideal…’’
If you don’t mind me asking, a solution for what? If the problem was about getting the player to keep his focus on enemy players, I think contemporary fps games accomplish that without offering any in-your-face visual cues. Years of deathmatch have hardwired players into primarily focusing on the enemy rather than being distracted from the foreground by objectives, in case that was the reasoning behind it.
I understand that with SD’s foray into consoles and mainstream gaming, your games should likewise be more accessible but I think you underestimate the mental capacity of the average gamer. This is something that turned off most people from the recent Dragon Age 2 and Bioware is receiving flak from reviewers and gamers, both hardcore and mainstream, alike.
I think this the only legitimate argument that has been made so far for keeping the rim lighting.
I don’t that this should be much of a problem given how the maps in Brink feature a more diverse color palette than your average shooter.
Look at BC2, the players’ uniforms’ camouflage changes according to the terrain of the map, yet the majority doesn’t have a problem in locating players. And if most players are fine with how things are in that game, there shouldn’t be much of a problem in Brink’s multi-colored levels, no?
Just means those at a long range (snipers, campers) will benefit from this the most.

