There seem to be two main mindsets to playing our game. One sees the infantryman in-front of them as a “life” of a player, the total number of which is a product of dividing the amount of infantry in the armybase supply list by the number of humans playing the team.
The other sees a town as a force of N units, the the “strength” of which will be determined by the total number of players who spawn them out simultaneously.
The first mindset tends to see spawning systems as “teleporters” – one minute bob was over here and now he over there.
The second mindset suspends disbelief and considers that the infantry that suddenly appears in-front of them was already “here”, just hadn’t been spotted yet.
I think the biggest obstacle to the second mindset for some people is that those infantry can appear behindyou or where the enemy hasn’t duly earned a foothold; however that’s a secondary issue that needs to be addressed separately – it shouldn’t preclude finding a good middle-ground solution.
You can’t capture a berm, there’s no table in the ruins buildings… But historically, soldiers often fought for hills, ridges, treelines, farmhouses…
Short of adding a bazillion players the only way to make those things worth fighting for is to make them either capturable or to – to some limited degree – spawnable.
I’ll say, up front, I’m not talking about “pick a berm, any berm, have an army”. But if you find a berm and shoot the ei in it before running off – wtf was that? What was he doing alone, never mind you?
I realize that if every nook and cranny suddenly became potentially spawnable the game would turn into an outright slog-fest.
Where I’m looking towards is(*) where (a) you’re not alone, (b) he’s not alone, (c) you get either 2-3 lives each or until the enemy overruns your position, whichever happens soonest.
Now that makes fighting positions mean something, and that makes suppressing fire mean something, and the very that eats away at the unrealistic lemming syndrome that ordinarily ensues from guy-shoots-guy-in-berm fighting.
I envisage some sort of system whereby we return some of the “initial time to battle” by giving you a “flag” that starts at your origin, and which you must advance position by position. Charging into town gets you no benefits. Moving up position by position gets you the spawn or respawn or resupply mechanism and adds value to the position you manage to hold and value to your displacing an enemy from a position he held.
Think about it – you’re attacking a town and it’s taken you and 5 guys 15 minutes to advance up to a position about 2-3 minutes outside of town near some ruins. As you try to advance to the ruins you find the enemy is already in them. Because you were working smart, you lost a life, but you didn’t have to pass Go, and you’re still in this fight for the moment.
You can expect anywhere between 3-18 guys to emerge from those ruins. In order to proceed with your advance you have to eliminate them or make them retreat.
Are you going to bumrush the ruins and lose your position or are you going to fight smart and try and win the fight?
The respawning component, MSPs, depots etc all continue to satiate the whim of the “rapid action” guys, but those of us who remember fondly the truck rides from FBs etc get some of our old “I fought here” experience once more.
(* As a rule of thumb, not to the exclusion of)