Jason9mm wrote:
pasik wrote:
Jason9mm, you must joking with the punishment argument, of course there's a line somewhere

Try applying the same logic in the opposite direction, making the game easier, giving stuff free to the player, how about respawning on the same spot where you got killed, would that make the game better? It would be convenient for the player, but if that's wanted, there are Lego games where you just smash boxes and go forward and follow HUD icons, you have endless amount of lives and you respawn at the same location you died or nearest possible. Easy, no stress, always progressing, highly entertaining, absolutely. I think I've bought all of those games and played them from end-to-end with my wife

I wouldn't play RWR with my wife, I'm pretty sure.
There you go, it has been done to the very extreme and it has proven successful. Taking it to the other extreme would not be successful at all. There are ultra hard games, but in those the ruthless game mechanics are typically accompanied by a very fast retry option, so in effect dying only halts your advancement, it doesn't really throw you backwards. In essence it's very similar to not dying at all; you get to advance as soon as you manage to conquer whatever the obstacle was. If you die, you get to retry (almost) instantly without being thrown to some faraway location.
The "switching character upon dying" has also been done quite a bit, and I've never found any issues with it. In at least one Battlefield game you were able to switch to a friendly AI character even without dying, and it worked pretty nicely too.
And I really do think it'd be perfectly sound to give the player the option to keep pressing the attack until to the very last man in his squad, if the player considered the gains worth it. If the player thinks it's better to halt the attack and wait for reinforcements, or even retreat, he'd be free to do that too. Wasn't it like this in Cannon Fodder, and it was surely a terrific game. Another way to think about it is that the squadmembers are the players "lives", and when the player runs out, it's "game over" and restart at a spawn point. Doing it like this might even allow for even more deadly and tense action, as the player wouldn't be thrown out of the fight from the very first lucky shot.
Personally, it's also quite anticlimactic and annoying to me that I don't get to see how the attack (or defence) ends if I die just as the deciding moments are about to happen. Or, sure, you get to see it, on the map on your way back to the action from the spawn base, or not respawning at all to keep the view at the action. But it's not nearly as satisfying or dramatic as witnessing it happen right there on the main view (and of course it's even better if you can participate in the fight all the way to the end).
Now, I'm not suggesting actually implementing the Lego design principles, nor changing the spawn mechanics if it doesn't sound fun or if other issues would arise. I'm just looking for ways to lessen the dead moments when you're just travelling somewhere or waiting for something. I feel like they are needless interruptions in how the game flows. There are many other ways to counter that too, and I'd really like to see some of them to be explored, even if it is simply by shortening the travelling distances or making travelling faster somehow.
Taking something from a completely different context, If you think about GTA 4 e.g., there you don't have checkpoints on the missions, and if you fail, you restart by spawning at a hospital or police station depending on how you failed, and getting back to the mission takes some time, you can even choose another mission if you want some variety. That's perfectly viable system, and I don't remember getting my blood pressure exceptionally high because of it. I just knew that the next time I get back to the mission, I'm going to try something different. There was no option to start using an AI controlled friendly once Nico would be wounded, and even if it would've been made to work with the story, I don't think it would've needed such feature.
Obviously, this discussion won't go anywhere by taking several successful games and trying to prove something with the system they use.
It comes down to the feel of the game rather than how convenient something is. Stuff can be always made more convenient but it isn't always for the better, at some point it starts to fight against the feel of the game that was supposed to be delivered. It's the same thing that happens with cheats. Sure you can have a lot of fun with cheats, but while using them the game isn't quite what it was made to be. I remember playing Civilization with money cheat when I was a kid, and it was fun as I won every time. Nowadays I like losing too.
Back to the point, if you can just continue fighting the war with multiple guys in your team, it detaches from the single soldier perspective. Taking this perspective to the extreme would mean that you can't respawn in the game at all, you truly have one life and one soldier, now that would be hard. Actually, if that could be somehow made to work as a normal game, so that you could actually beat the game with ever controlling only one soldier, and it wouldn't need any fake solutions in single player or cooperative, that would be something I could change the game into.
M&B does it so that you can't die, you get wounded, and the enemy sometimes captures you as a prisoner or you manage to flee after the battle losing your horse and whatnot. I could dig
something like that in RWR too. Even if it would mean letting go the current die-or-don't damage system, I might still consider it. Or, if not for RWR, maybe for a spin off project after RWR..

Cannon fodder is a completely different case in my opinion, there you control the whole team all the time and the fellow AI is just dumbed down to shoot if they see an enemy. It was fun, one of my favorites, but copying ideas from Cannon fodder to RWR might be the worst idea ever. There you don't really move around a single soldier (although you can do that by splitting a single soldier out from the team A), you move around the whole team. This is not the case with RWR. If you think that, you've got the wrong impression.
Btw, there's a new Cannon fodder also out there, it was released this year I think. Anyone tried it?