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.