If this is the best accuracy the spawn UI can get without hurting server performance, it might be wise to change the display to be something more ambiguous. It's dreadfully inaccurate as it is. I'll spawn when I'm in position 3 or 8. The time is wonky as well. That's all happily sacrificed if it helps get to 200 players but it doesn't make sense to have the timer if it's going to be all over the place. I'd rather see a progression bar or an actual stated estimated time range depending on my position. It makes the game across as very buggy since it's a matter of importance to the player who is dead and waiting to spawn.
I'd really like to see spawn pause instead of cancel the entire queue when the flag is dropped just like when the flag is out of line. Perhaps a slight grace period should be added of a second or two before a flag becomes "dropped" as far as spawning goes. Perhaps instead of the game shuffling players around between their home regiment flag and the other flag (if theirs is unavailable) make the two flag spawns separate entities entirely that can be selected as such.
The sensitivity of the flag spawn hampers some of the historical uses of a flag. Who the heck is gonna keep a color guard up front where they're supposed to be if the continued deployment of reinforcements depends on it being up and ready? Flag bearers are more than bullet magnets right now in game. They're high priority targets that throw a monkey wrench in the entire team's spawn queue every time they're dropped. And they're getting killed fast to the point players are refusing to touch it and I'm feeling more and more like it's a death sentence to touch the thing while I can't even get one player spawned by the time I'm dead.
Flags had a real practical use in the Civil War and it's one that doesn't translate into this game as a guide for the troops belonging to it. I think reinforcing off the flag is a good representation of it's real life use because a flag being carried is a rallying tool. However what's happening in game is the science of the flag deployment is so harsh that it doesn't make sense to keep the flag front and center and dropping the enemy flag bearer is a matter of critical importance as it resets the whole queue.
Smart players in War of Rights know the flag is not a physical rallying symbol but something that is to be protected. In my opinion it's best role in gameplay is entirely off the line with both flags and a detail of three to act as a spawn. That's silly but it's woefully detrimental to the team's effectiveness to do otherwise and the chat is continually filled with "flag get in line" or "get the flag" by waiting spawning players because players proudly and foolishly will realistically carry the flag in danger areas causing constant interruptions in spawning.