So since the wave-spawn-system doesnt help (imho) with Squadcoherence i would like to suggest another idea
300 sec respawntime wich starts as soon as you are downed
(not waiting and giving up instandly wouldnt be to benefical)
and now modified with some arbitrary numbers
-30s if you go down within 50m of your Squadleader (downed or allive at the time you get downed)
-10s if you go down within 100m of a Squadmates for each Squadmate (downed or allive) (max. -70 sec)
(the whole squad should be covered even in a line formation if spaced out 10m each)
-5s if you go down within 150m of any Blue with (downed or allive) (max -30 sec)
-10s if you are near your own Flag (defendable and secure) for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m) or (whichever is higher)
-10s if you are near aktiv attackable enemy Flag for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m)
-10s if you die near your own FOB for each 50m with a max of 500m (-10 at 450-500m upto -100 at < 50m)
+10s if you die within 30s after respawn (to prevent meatgrinder)(weares off after 2 minutes)
Worstcase: So if you are deep behind enemy lines, lonewolfing you´ll have to wait 5 minutes (for casevac or to respawn)
vs. Bestcase: But if you die while defending your FOB near your own Flag with the whole Squad nearby that would mean no spawntime at all
It should give an incentive to stick with your squad, to defend your FOBs, flags and supplylines, and maybe work with some bluesquads near you.
And it should give an incentive to wait at the rallypoint/FOB for your SL and to "rally" your Squad, because if you trickle in one by one everyone has a highter spawntime, as if you go in (and down) as a team.
If you find yourself alone behind enemy lines your main focus should be to survive and regroup, and not to go rambo and take as much with you as you can.
The point is not about the exact numbers but the general idea to give a spawntime relativ to your location (promoting squadcoherence and playing the objectiv)...numbers can always easily tweaked
(are there still flaws?... yes maybe...what is about the Logi-driver driving to main on a flaglayout where it is not quite suitable to follow the Flags?...dunno, maybe the enemy is also discouraged to roame behind your line as well? so it doesnt happen that often?)
And Now for Something Completely Different: just another rally-mechanism
SL can put down a Rally point, if
he has two Squadmates within 15m
no enemy are within 100m (or maybe 150m)
-If there is an enemy wihin 100m he can retry only after 30s (to not use it as a foe-radar)
Rally becomes active after 5s (or 10s... or whatever )
Rally is inactive (red) if it is fired upon within 10m (suppresion range) (not spawning in Hot...but most likely enemy is within 100 or 150m anyway and Rally is overrun)
Rally is inactive if there are less than two Squadmates within 15m of the rally point.
Rally is active again after 10s (or maybe 5s) if suppresion stopes or there are two squatmates within 15m again.
(just so that its not flashing from spawabe/unspawnable/spawnable...)
Rally disapear if any enemy comes within 100m (overrun)
Rally disapears if SL leaves radius of 15m of the Rallypoint or gets downed.
but SL can place a new Rally after every 20s (or 30s..or[...]) (so you can somewhat rally while the Squad is on the move (with little breaks but not during full charges))
Imho the Rallypoint sould not just be another Squad-exclusiv Spawnpoint but a tool for the SL to rally his Squad fast and quicker as long as it is off combat.
No more Squads dribbling into the meatgrinder one by one (or two). And an incentiv to break contact regroup and retry.
Again, this are just some arbitrary numbers, which could be tweaked.
TL&DR: Spawntime depending of your actions and a faster but nonpermanent Rallypoint