[QUOTE=Thundermuffin;541092]This may not be what watsyurdeal meant when he said no risk, but to me a lot of the risk should come in saving resources and post-plant situations but this is extremely absent from the current Execution mode.
We can definitely both agree on the idea that there is risk in over-extending yourself or being a straggler. You’ll definitely get picked off and, in the end, be punished for what you just incorrectly did; however, that risk doesn’t extend throughout the entirety of the game unless it is match point for one of the two sides. Currently, DB doesn’t have any way to reward (or punish) your individual or team performance between rounds. Obviously, you must note that I’m not taking momentum into account as a factor following a team between rounds due to the fact that it isn’t a consistent part of the game. Where one team would crumble, another team wouldn’t be affected by a single loss at all, and the game itself has no way to enforce momentum.
So while you can get picked off early and cost your team the current round, it has no profound impact whatsoever on the next round. You don’t spawn with less money, a half-activated ability, etc., but you spawn with a fresh, fully loaded merc ready to go. You are feeling no economic or ability-related consequences based on your previous actions. A smart player who over-extends into a bombsite alone would definitely correct this issue the next round and not do that again, but the other team isn’t rewarded for relieving a crucial kill.
As a player, you should be required to weigh your options as you play (“should we try a 2v5 retakes?”, “it’s 1v3, should I try to plant?”, etc). These options do not need to be weighed right now, because the only answer is yes. You have absolutely nothing at all to lose by attempting to defuse 2v5 or plant the bomb and hold off 3 other players. This is the exact reason that risk doesn’t feel like it is present, because those should be situations that do not scream “yes, you should do it” at all. While the argument can be made that against good players you would be killed for trying to do that, that doesn’t change the fact that there is no reason whatsoever to not try and get lucky headshots on everyone. Really, you actually are better off dying in a situation like that because you don’t have to wait for the overly long round timers to expire.
Thus, there needs to be a mechanic present that makes it worthwhile to not go into a rambo-mode and requires you to try to wait out the rest of the round to save something. As I’ve been writing, I’ve been trying to think of what would be a good way to introduce this risk. Personally, I feel like having to buy mercs or weapons in the round would not work well at all in DB and would just be broken completely; however, maybe having to buy your ability each round would be a nice middle ground as that would definitely make people want to save if they know they cannot win, but it doesn’t completely cripple your team. Clearly, classes who dispense an item (medpacks, for instance) would always be allowed to do that, but their other ability (revive/self-revive ability, to continue with the previous example) would have to be bought. Again, it would require balancing, but it at least creates a reason to save instead of trying to rambo-clutch a round.
TL;DR: Rounds are completely discrete entities, and this should be rectified somehow to create a reason to not always go rambo as the round becomes more and more unwinnable.[/QUOTE]
EXACTLY
Took the words out of my mouth, thank you