Yes, yes very broad and general subject. But worth talking about as I think this is currently the biggest flaw in the game.
A player life is meaningless, worthless.
Some people see respawning as a legit gameplay mechanic. A player life is to get as much done as possible but preferably in a very short time span so you can rinse and repeat.
I vehemently disagree with this notion. I want to see players cling on to their lives and see dead as a truly undesirable thing. I want them to utter profanity under their breath when they’re waiting to respawn and go after the bastard that ruined their day.
A player life needs to mean more. The stakes need to be raised. This also changes the combat dynamic in profound ways. There will be less rushing around. It wouldn’t stop rushing around, but it will only be done when it’s important, when the stakes are high. Players could still sacrifice themselves but at least the sacrifice would mean something as it would often include saving multiple other lives or taking at least a few enemies with you (and with the increased weight of death that would mean a lot more than it would now).
When death means more, players will work harder at staying alive. Covering fire and ducking for grenades makes more sense. Backing each other up makes more sense, and supporting as well as seeking out support will make more sense.
Player life has NOTHING to do with lethality. Player life didn’t mean a whole lot more in Brink but it took longer to kill people. Player life in CS and R6 is HUGE and it takes one or two shots to kill.
There are a couple of ways to increase the weight of life has in the game:
- Decrease movement speed. This way it takes longer to become effective and dying will be a real pain because of the increased travel time. I will assume that this will be the least preferential route because the speed is something typical to ET and along with the travel time it would also affect combat. I’m already hearing many forum-goers bristling at this suggestion so I’m moving on to the next:
- Increase spawn time. Increased spawn time leaves combat mechanics intact and is a straight forward way of making life more meaningful. The problem is that the pain of dying comes from being out of the game more often. I personally play like a Hindu cow on adderal and can easily follow 20 minute Raven Shield match my buddies are playing out while I died in the first minute. But long spawn times are the antithesis to casual gamers. People get bored and start switching channels. Personally I would be fine with this, but in the interest of the game, this isn’t the right approach either.
- Player growth during life. This is the most interesting route. COD employs it with their killstreaks but I think the way they handle it is crude. Killstreaks in that game basically mean getting an automatic weapon (drone, gunship) that makes a bunch of kills for you. It’s free kills on top of kills. TF2 gave it to the demoman with the Eyelander and other items that incrementally make the player more powerful with every kill he makes. It’s elegant, it adds depth and it really makes players fear for their lives because it would mean undone effort on their part.
I think DB needs to take a similar route. Players should have the ability to invest in their current spawn life by contributing to the overall goal. This doesn’t need to be just about killing spree but I can imagine they’re an important part.
It could be something added on top of the current game. A soldier gains more hp with every kill he makes. A medic gets faster med-packs with every health pack that is being used by team-members, and extra max hp for every revive he makes. The engineer is harder due to the split roles (s)he has. A turret could increase in armour with every kill, or give hp to the engineer, mines could be easier to drop or an engineer could start generating more health while constructing an objective.
Anyway, the gist is that it’s not just kills, it’s about doing quantifiable things that are relevant to your class and contribute to the team. When there’s a small bonus handed out for each time a player does such an action he gains a bonus that is lost upon respawning.
This means that combat speed can stay intact, respawn times can stay intact (and only need to be adjusted according to map balance). It means that players can chose between a high quantity of throw-away lives if they chose so, OR a low quantity of high quality lives.
And all in all it means players will have to build on and care about. It means that they will start facing tougher decisions as the consequences of the risks will be more profound.
I’d really like to see such a lay added to the game. It’s going to change the way combat is fought, which it desperately needs, and it’s going to bring a more addictive emotional element to the game, which it also desperately needs.

