Some astute and valuable observations going on here. A couple points to consider:
- As Homingun has pointed out, inventory stations should change up the dynamics of stay-at-home play quite a bit, regardless of map size. Once those changes are in place, revisiting respawn timers may well be a necessity, but until they are -- and until we have more maps against which to judge our hypotheses (for, as Outlawl mentioned, given the current Legions gameplay mechanics size can make all the difference in the world) -- falling into speculation is inevitable. As such, we may have to voluntarily put this conversation on hold until a week or so after inventory stations are in, when we've gotten used to the new gameplay dynamics and have identified the inevitable problems that will have arisen.
- While the specifics are going to have to wait, the dev team is working on other means by which players can find their niches within the game. This, too, will change things up considerably.
The question I want to ask is: Do we really need inventory stations? They make part of the game a chore (going to a station to get a class) and cater to chasing (considering you spawn in a outrider). So now we changed one aspect of the game (respawn times) and then to balance it out we are adding another aspect to the game (inventory stations). Frankly I don't mind inventory stations, but I would find it annoying to have to visit them just to get into my class after every respawn (tribes anyone?). To many, adding anything might seem like adding depth, but it might actually be detrimental to the game.
Also, why did we need to change the respawn time from the initial 5 anyway? It wasn't broken to begin with.
Homingun, I actually really like your thoughts on a body-block-enhancing replacement for iOD. The question comes to my mind, though: Which would be more fun? iOD's a pretty fun aspect of the game and is fairly core to current Sentinel gameplay. We risk turning people off of playing Sent altogether by removing what is, for some, the defining aspect of the armor class. Perhaps nerfing it slightly, but providing a more effective body-block alternative, would encourage HoFers to pick one or the other -- the ability to easily grab the flag when it's being tossed around like a hot potato, or the ability to effectively stop incoming cappers with a be-all, end-all body block.
It's definitely food for thought.
It would be more fun if I had double the health as an outrider. But it wouldn't make it fun for anyone else. That's where heavies stand right now. An example would be how dual hofs are a big turn off in pugs.
Heavies aren't used much except for their iOD. Having extreme maneuverability define a heavy class is a bit silly don't you think? Also, you might risk turning off the people who have gotten used to the easy button (I do hof btw), but you would gain much needed depth to the class. Then maybe the class could actually be taken seriously in the community. The idea I had proposed would give the heavy offensive capabilites such as the ability to grab the flag (shield doesn't take impulse and takes damage) or just survive and distract and defensive capabilities such as the ability to survive with the flag or body block. Maybe decreasing the health and mass to compensate for the changes might make it more balanced.
I touched on a bunch of different aspects of the game that might require threads of their own. After writing this, I realized just how off-topic I had gotten. But they are all interconnected and I hope people can understand where I'm coming from.