I've made this suggestion before, as a way to please those who wish to own turf houses but also to give others a fighting chance.
Walt owns a house on the outskirts of town, but inside the circle. Walt, however, is running scotch. Walt has 2 choices:
Walt runs to his house, stores his scotch, his kit, and suicides. Respawns in his Rodi house. His Rodi house is now put on a 15min cooldown. He has chosen to spend his "1 respawn" to get to Rodi immediately. If he dies at any point during the 15min period Rodo is up for grabs, he will NOT be able to spawn in the house.
Walt runs to his house, stores his scotch, and then decides to drive from DP5 to Rodi. He makes his way into Rodi, hops on the flag, and gets killed by someone who is already setup defending the flag. Walt can now spend his "1 respawn" to get back into the fight immediately. However, his house is now put on a 15min cooldown.
I think a system like this could work. the APD already have a similar cooldown thing with spawning at HQs, so I would hope it'd be doable for civ side with houses. Once the turf pops red, any houses within the turf circle allow the owner 1 respawn to use (including gang houses, 1 total respawn, not 1 respawn per player). That player can choose to stop what they're doing immediately, suicide to turf, gear up in their house, and fight. Or, that player can drive to turf, "yolo the flag" to see if anyone is nearby, (let's say the person gets killed on flag), they can now spend their 1 respawn to get back into the fight immediately.
This will allow turf houses to become wanted again, but won't be game-breaking either. It will allow people the opportunity to be tactical with how they want to fight turfs.
Would this be code-able @Gen. Henry Arnold @Jesse ?
@Mitch (IFRIT) could this be a potential solution to turf houses?