Suspicious Pilgrim wrote:
That's a pretty stupid system - you have to pay for the grenades you ran over while in a firefight.
Nothing to do with those grenades you picked up before you died in particular - you anyway drop most of them when you die and you don't carry them to your next life. When you respawn, you're filling your loadout as much as you can afford / carry, which could mean more than you had in your previous life.
Before this change, it used to be that you spawned with random amount of stuff for free, that hardly had any logic in it.
You can change it by modding all stock weapon and grenade prices to 0 RP, that's nearly equal to the old system, with the exception that you'll get max loadout regardless of chance or your RP level.
Anyway, the system will still go through some changes, that's for sure. One thing that needs to be handled is the sandbag barrier items, they cost plenty, and if you die having those as your secondary weapon, it means you'll respawn with them too, losing a lot of RP. Well, in a way, that should tell you to try not to die especially when acting as an engineer, or change to another role at the armory if you can't handle being an engineer.
Another idea floating around has been that once you reach a certain RP level, you'd get armory stuff for half price / free, fitting the idea that R stands for relation - you're in so good relation with superiors that they don't think much of it if you're wasting their resources and pulling minor favors. Not sure though if it makes much sense in gameplay, as if you had much RP, it would seem you're doing good job obtaining it, and losing 10-20 RP on respawn wouldn't hurt you that much anyway.