I have this implemented for the most part. It's interesting. I went with the tug-of-war style scoring I mentioned earlier (team gets 1 point for each kill and loses 1 point for each death). I think that will make for some intense matches. A team can be 1 point shy of winning, but the other team still has a chance for a come back. I loaded up a bunch of bots on arm and watched as a team would go from 4 points ahead to 4 points behind in the blink of an eye. Then I put all the bots on one team against me. That was rough. Once I was able to take more than 2 steps after spawning, I'd be able to get a bunch of kills and take the lead, then they'd spawn kill me a bunch of times in a row and I'd lose it and have to fight back up. It will be interesting to see how it plays with real people. I'm not sure what to do with the spawning just yet. It will probably take a lot of play testing to determine the best approach. I'm just using the default spawn functions for now. Originally I had planned to pick the spawn point nearest to the teammate who had been alive the longest, but I'm not sure if that would be a good approach or not.