I suggested this in another thread (here, with some additional reasoning on it), but I thought it could use its own thread for feedback. Basically: Make it so tickets aren't used for infantry; instead, give tanks a ticket cost based on their size. (Jeeps wouldn't cost a ticket.) The number of tickets would be adjusted to compensate. This would have several good effects: 1. You avoid situations where players are unable to play the game, and avoid situations where players are rewarded for 'not playing' by waiting for revives. 2. It makes it more possible to win on defense by blowing up tanks; at the same time, it makes defense more exciting, since instead of just turtling and focusing on survival, you're targeting enemy tanks and making a noticeable gain that you can track by watching enemy tickets. In general, it makes fighting tanks rather than structures more meaningful, so there's more focus on anti-tank combat rather than only rushing bases. 3. It makes rushing more of a tactical choice, and makes it less of an auto-win to rush big tanks out first. If you rush, you can win quickly -- but if you don't win quickly, you'll run out of tickets and will get crushed by the enemy in turn. If the numbers are adjusted properly, this could also avoid long standoffs; it could be set up so if you're losing tanks and don't quickly win the game, you're going to lose. 4. It especially makes infantry-vs-tank fights potentially valuable -- even if you lose a lot of infantry, if you can blow up tanks at a decent rate and can avoid getting your base completely crushed, you could win. 5. It makes it possible to turn losing games around by blowing up tanks, which is a hard, fun, and satisfying way to reverse things -- it means that having a lot of really big tanks rolling at you is an opportunity, not just a "might as well ragequit" situation. At the same time, it's not a particularly 'bullshit' way to turn the game around -- if you run out of tickets, it's because you weren't winning, weren't protecting your tanks, and kept getting them blown up. Now, I can see some potential objections. Mainly, this is no longer as guaranteed a way to give the game a time limit -- if both teams run out of tickets, that could get drawn out. But I don't think that that's likely to happen very often (tanks vs. no tanks at all tends to finish very very quickly). If you're concerned about it, that could be solved in several ways -- sudden death of some sort when tickets run low, or perhaps a large number of tickets, with tanks costing a lot, and infantry still costing a small amount. Or maps could flat-out be given a timer. (Res is supposed to serve this purpose. But as a practical matter, it doesn't, because going all-out on offense and grabbing refs tends to make most of the res you lose when your tanks are blown up unimportant.) Obviously, this would be a map-specific setting; some maps don't have tanks, so they'd use the old ticket system. Anyway, what do you think?