Okay pretty sure I’ve got it now, thanks; so to summarise, first attackers get overtime, second attackers don’t.
Of course one option is to remove overtime for the first attackers, so no-one gets it. I’d presume that this is not really an option because it defeats the purpose of why overtime was added in the first place, which was to avoid everyone sitting around for 50 seconds at the end of every round (well the first round at least) so it would feel more climactic.
So the first obvious idea is to just give second attackers overtime as well, however this doesn’t really work in practice as there would be a weird window between the time first attackers planted and first attackers C4 goes off where second attackers could physically plant, but they’d still lose.
You could do some sort of pseudo-overtime, where second attackers don’t actually get any overtime, but (assuming first attackers planted at 15:00) they’d instead get 15:50 on their clock instead of 15:00. This seems kind of clunky and potentially gives a psychological advantage to one team as first attackers would know they had until 0:00 to plant, whereas second attackers would only have until the countdown showed 0:50. Also you’d have the waiting around problem again, although you could special case second rounds to kill the game early.
However I’m thinking the best thing to do would be to give both teams overtime, but instead of the available time to second attackers being displayed at the time first attackers C4 exploded, it is instead the time that first attackers planted. This would give both teams until 0:00 on the clock to plant, keep the climax, avoid the waiting around, and solve the 2-2½ spawn wave advantage.
@ostmustis I’d be interested to know if you have another possible/preferred solution.