There are so many ways on managing numbers of lives/respawns and how respawning occurs.
One slightly different method over another can majorly influence game play, tactics used by each side and the results
I do like to see how one method or another affects a venue and mission
Bleeding out was a fairly new one to me when I began to watch airsoft and seeing it as quite standard, it was similar to one of the medic styles we put into some of our events:
We tagged all players with a laminated card, and gave designated medics a pack containing their arm band, spare cards and a hole punch.
The generals and medics on each side could then decide on how to operate their medics - up in a firefight or just back enough to be safe. When players were hit they could decide on how they wanted to respawn:
1) the long walk for a ‘free’ spawn at a designated point or they could take a break in the safe zone. No hole punches
2) falling back to the medic for a nearer spawn getting their card punched, then getting a fresh card once full
3) staying put, possibly still in danger of being shot in crossfire. Calling upon a combat medic to rush in to punch their card back to life, and perhaps needing a new card as well adding to the delay and risk to the medic
4) medics couldn’t be healed and had to fall back to respawn, and subsequent players had to fall back to respawn due to missing medic - or wait
1 was time consuming and lost players from crucial objectives
2 kept medics safe and a good flow of players
3 kept the ground that had been gained, and was pivotal quite a few times
4 was very likely and medics were targeted causing sudden losses when victory was almost in your hand
There were a few bragging rights earned by those wearing a lot of punched cards, but the medics came out on top