With the very same logic, the player statistics shouldnt be visible on the scoreboard. The only thing what matters in MBII is that which team wins the round, so player statistics are irrelevant. And irrelevant statistics shouldnt be visible. K/D/A can be used to determine who are the better players, you said that. Couldnt Damage and Knockdowns be used for this as well? I still believe that Damage is a better unit than Kill, and Knockdown is better than Assist. There's nothing bad about having a different opinion, but just because I have a different opinion, why should it be wrong? I mean it'd have the exactly same reason as the current K/D/A system. Of course we can say the the K/D/A system already exist, so it doesnt need coding and stuffs like that, but we're talking about an idea, right? Nothing more... at least this is what I believe.
If you're in the hangar, you can hear everything what happens in the imp spawn, what is the way of our poor mando in this scene. If a mando flees from the imp side of the main corridor, goes into the imp spawn, side corridor, gen, hangar, and reaches the reb side of the main corridor undetected, I think we can say the rebs are kinda... "careless". And I think thats the kindest word I can say about this reb team. And dont be mistaken, I never said our 10 HP 10 shield mando is not a threat, its capable to kill anyone, but supposing nearly equal players, its kinda likely that the mando will get shot once. That 1 shot is enough to kill the mando, getting a full kill. While the Hero, who did the 90 HP and 90 shield dmg gets nothing. Thats why I think it'd be a better idea to use the Damage unit: to reward all player who inflicted damage to a target. Of course the one who kills can still get points to the Score (or to the Objective) unit, just like it works nowdays.
This support point system that you are suggesting is full of flaws and provides less important info than the current scoreboard.
You're right, you didnt said its not important, you said less important. Sorry. And again: I thought its clear, but I'm just discussing an idea, and the only the idea itself, not the possible work behind it, because neither me, nor you wont create that code/script/etc., so it'd be "silly" for us to argue about this.
About the game modes: thats what I said in my previous post. Let me quote it: "you have to play it as *both* Siege and TFFA." You said before this: "MB2 can be played as an objective based game or as elimination.". Maybe its a fault of my translating abilities, but I believed that you said "either...or". And I'm pretty sure I didnt said it with any word that "either...or", I said "both". So I dont understand your point here, but I guess it was a simply translate error. And I absolutely dont understand how your stat on JT goes to this conversation, but... okay... gz to your stat... I guess.
And about the "flinch" and "gunners can automatically win against Jedi" part is totally not understandable for me. I did not talk about this at all. I brought up JT as an example, because it has a great objective, and I said that a careless defender team can be easily beaten by a simple attacker, so the "play MB either Siege or TFFA" stuff isnt valid, we have to play it "both Siege and TFFA", not "either...or".