HT,
Thanks for thinking about this and seeking out opinions.
Personally, I see the suicide problem as having an effect on several things - ranked by annoyance level
1) Suicide attacks on naval groups.
2) Re-planing and attacking a GV group.
3) Re-planing when defending a field.
A) My first thought is to limit re-planing in the same plane type from the same field after death. I would be reluctant to completely inhibit someone from using a certain field, because in many instances the same group of players works to defend a single field, so your defences would quickly be overrun. This may or may not be a bad thing, just thinking....
This idea could be refined somewhat, for example you up, you fly for 30 minutes and die, but you can still re-plane in the same plane type. But if you up, and die in 5 minutes then you cannot use that plane type (from that field) again.
B) Another thing to consider would be limiting the number of plane types at a given field until re-supplied. This may not be enough to correct the problem though, and it might impact missions in a negative way.
C) Possibly we could perk ordinance while also limiting ordinance per type at a field until re-supply. In other words, the ammo supply for 1ks is limited to 20 eggs at a given field, until convoy/train arrives.
D) If you die twice on sorties from the same field, you can no longer use that field.
These are just my initial thoughts, perhaps a combination of A and C would work well. Don't know.
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I guess if you have read this far, you've guessed I do not favor your proposed change
But let me explain why, in my opinion, it is not the best solution.
I believe it uses something which is un-realistic, to correct a quirk in the game which is also un-realistic.
"It's easy to say, hey thats not realistic, but what you realy wan't to ask is, is the change in physics realism (i.e. 30 sec delay) worth the trade off to a more realistic world play" In reading this I understand some things better, in particular the changes to the way buffs work. Don't take this wrong HT, I really enjoy the game, and appreciate the work you and the crew has done. But we fundamentally disagree on this (or I may not have understood you well). Would like to share a beverage sometime and discuss this premise. But let's move on, and again - thanks for asking our input on this.
"Exactly how do you get these perk bomb points with out having bombs to get them?" I would like to see all perk types consolidated, and an initial supply given. If not, then deduct them from the group for that vehicle type. In other words, I take up a fighter, a 1k bomb cost me "x" from my fighter perk points, unless I survive. Thoughts?
The suggestion below is similar (better?) and has merits:
Make it so that in order to carry ord you have to select the "Attack" button and create a perk penalty that subtracts points for lives lost in the "Attack" mode. Also while in "Attack" mode create perk pay for ordinance (admittedly, a more thorough implmentation of the perk system would be required and is overdue anyway). My last suggestion is to take your time and think this one through. The problem is one that is part of a lot of sims, and if you can figure out an elegant solution, it will be a major improvement to your game.