This comes for someone that loves, and plays, a lot of the antagonist...I have a problem. O_o
I don’t think that the antagonist respawn timer is not an issue by itself; however, the global audio cue when the antagonist respawns is. With the way it works right now when the antagonist respawns (not when the timer depletes but WHEN the antagonist decides to respawn) there is an audio cue that lets the Raiders know when the Antagonist respawns, this is far worse in my opinion. I feel that the raiders should be rewarded for killing the antagonist in knowing how much free time they have for completing the objective before the antagonist is ALLOWED to respawn; as such, the antagonist should be rewarded for killing the raiders in knowing when the raiders are FORCED to respawn. The global audio cue removes that “element of surprise factor” you were talking about. The antagonist has three strengths to them when respawning, deciding where they want to respawn, deciding when they want to respawn after their timer depletes, and that most of the respawn points are on or near NPC spawn areas. The global audio cue heavily cripples these strengths, cause the moment you hear it you just look at the spawn points and see where they are; and besides, if you remove the timer all you have to do is mental count when they will respawn, like with quake which is easy, and will not fix the “not having the element of surprise factor” problem.