Dear Developers, fellow servants, and enemies of the Emperor, I would like to present my humble toughts on how executions could be integrated in the game with a bit more tactical, and risky approach, then just a normal finishing move. To all my information right now the execution is merely a cutscene like move, that is a "fun" way to finish off a player. (Now of course I might be wrong on this) On the other hand, my idea would make it a tactical tool, and perhaps a more fun, and risky way to use it. My idea is: Make it so, that an Execution renders the Dead player unable to be healed by a medic, or teammate. An execution should have a duration of 5 secs (for this example) After a player has been executed, he will respawn at a choosen spawn point after 30 seconds (for this example) If he is NOT executed, a healer can heal him, or he can choose to bleed out (duration 15 sec), and then respawn at a spawn point. If a character engages in an Execution, he will be locked during the animation, but can be attacked, and killed during this time. (And Executed after) OR if the player is attacked in melee combat during the Execution, the execution would be cancelled. This of course would involve even more tactics. This way, the execution becomes a more tactical tool, and not just a way to show off. Players will need to decide: - Is it needed to execute him, or just continue to the next kill. - Is it safe to execute the enemy, or might I be attacked? - Is the (in this example) additional 20sec downtime worth the extra risk? (20 second, because execution takes 5 sec+the 30 downtime (35) - the 15 sec to beed out) For example in a 50 vs 50 fight, it is unlikely a player will choose to Execute an enemy player, as he is more likely to be killed during the 5 secs of the execution. But in a situation, were playes try to capture a strategic point, executing the enemy might be a vital move, (because the extra 20sec downtime) and worth the risk. Or in a 1v1 fight, of course, players can just Show off. If a player is NOT executed, he needs to decise, if there is any chance of a medic getting to him in time, or he needs to bleed out, to get as fast back to the fight as possible. (Example: The nearest spawn point is 1 minute away (by running), and the bleed out takes 15 sec. but there is a medic nearby, who might be able to get to the player and heal him in only 45 secs.) Decisions, decisions... Also I had a suggestion how Dreadnought could be implemented in the game later, witch involves player death. Here In case of an execution, a player could NOT become a Dreadnought. (As he is not mortally wounded, but dead) For this to work properly, it is a MUST that, players can be attacked, and killed during execution. OR if the player is attacked in melee combat, the execution would be cancelled. This of course would involve even more tactics. NOTE: The times I given, are just examples, they would need to be tweaked, but the idea is, that the execution should be a risky move, but tactically worth it. What do you guys think?