Here is the latest and summary suggestion about spawn point, Many similar suggestions have been posted before, this post summary the most reasonable ideas I think.
This system doesn’t need to redo much for the game system and program.
Those squads with powerful weapon and vehicles will consume more spawn points. Completing combat objectives and capture control points in combat can earn spawn points. Spawn points can be reset every match. So you don’t have to worry about unskilled players not being able to use the advanced weapons they have hard-grinded. They can have a reset initial point value for each game. Every player can fairly use powerful weapons several times in every match. Encourage players to actively fight, reward players who fight actively in the combat let them can play more times with these weapons.
The deployment of low-level bolt-action rifle teams does not require a spawn point.
Add a Re-Deployment Point for Aircraft. Allowing players to redeploy as infantry, and redeployment can refund more spawn points. This mechanism allows the fighter (specaily those fighter without bombs) to become playable in the game, and the player does not need to commit suicide to redeploy.
Since aircraft spawning needs to consume spawn points. If the player’s aircraft commits suicide, double spawn points will be deducted as punishment. The minimum spawn point is 0. A small amount of spawn points can be refunded if the aircraft makes a soft landing. Make soft landings and aircraft landing gears practical.
4.1 Based on the redeployment mechanism, it can also reduce the aircraft fuel, so that the aircraft has to be redeployed to avoid the aircraft from passively fighting in the air, who can who up
The deployment of powerful armored vehicles and vehicles requires more spawn points. Assuming that some kind of mechanized infantry Half-track or Armored Vechicles will be added in the future, this mechanism can be used to balance. The same situation can be applied to interesting vehicles such as anti-aircraft trucks or flamethrower tanks
By using spawn point as a resource measurement tool, dev can balance more other game mechanics. Such as shelling, adding different ammunition to vehicles and weapons, etc. For example, calling a 76mm artillery shell consumes a small amount of spawn points, and calling a Katyusha rocket for fire coverage will consume more spawn points, etc. As those Rituals and skills in CRSED. Dev can add more fun things based on this tool.
Im against any type of spawn point system like War Thunder especially for infantry as why the restrictions on infantry squads that players spent time and even in some cases money to unlock it.
What’s the point of grinding high level stuff when you get restricted to use them anyway because of this stupid system that punishes unskilled players even more making them frustrated as they can’t use the stuff they unlocked. Also there’s this problem of players can only bring a limited amount of squads where those with premium and actually buy gold can get more slots making it one of the P2W elements of the game with such players are more flexible because they can bring other types of squads for different situations without compromising their main squads.
When the player chooses to play the bolt-action rifle infantry squad, there is almost no restriction on the respawn point. As in the current situation, there are no restrictions.
This prevents the player from being unable to deploy a squad because there are too few respawn points, especially in the case of 0 respawn points.
But for the specific implementation details, I think it should be designed by Dev, if these suggestions really valuable for Dev.
In addition to respawn points, we can also limit the number of vehicles to each player, and return points for forced landing and redeployment of aircraft.
For example, each player can only deploy 3 aircraft and 3 tank squads per battle. For aircraft, if you make a forced landing or redeployment, you can return +1 deployment points.
But the disadvantage is that this mechanism cannot be extended to infantry squads. If dev wants the bolt-action rifle to be widely used as in history, it has to nerf the real performance of other weapons, and nerfing the performance itself is unreal.
Only the way to limit the deployment times of vehicle is not good for scalability and cannot be extended to other mechanisms.