I agree on the flag thing.
Though you should hurt the carryer's stamina like a spanked monkey. 30 seconds is too much IMO, I would say 10 would be better, since its not really an extremely big/high flag/flagpole. And I also agree that a flag carrier shouldn't be able to shoot.
Well, maybe allow a kabar and maybe a pistol, but basicly the aim of this feature is to make the flag carryer a sitting duck unless he has an extremely good team. I have a feeling that not much players will be all too eager to walk around with the flag.
Great idea though I wouldn't limit how far you can go/how long you can carry, because I guess in some maps that would really be a bummer if you have to do shifts with 3 players, 10 seconds in between, supported by nothing but an entirely wiped out team.
Ooh, and I just thought of something...
You could code something so the flag texture matches the country the defenders camo is based upon.
EG if the defenders where german, the flag would be german, if the defenders where australian, the flag would be australian etc.
All undefined (or unknown) camo's get the regular specialist flag.
This is do-able through a single serverside .ini file and a (series of) texture file(s) in wich the different flags are. So if the server has some pre-2.9 camo like the lebanon one, they could add a texture package to serverpackages and put the lebanon flag in it, and through that serverside .ini define that lebanon camo == lebanon flag.
I doubt it would be intensive to load a different flag texture according to camo's, and anyone who can manage to find himself a flag texture, convert it to a 256*256 .pcx and import and save it into his own custom texture pack, together with a few other flags and edit the ini to set it up, can make this work.
Not too much to ask, unless there's something I am missing out.
Oh, and one more thing: When a flag carryer gets shot, Don't have the attackers instantly win the round please.
Let it drop on the ground (different model) just lieing there untill one of the teams "capture" it. Normally this should be defenders unless the defending team sucks donkeyballs or the flag carryer(who is now dead) decided to run off with the flag without telling anyone.
If attackers capture(walk over) the flag lying on the ground, they win, if defenders capture it, the defender that captured it (walked over it) becomes flag carryer, maybe with a 5 second boost to get the hell out of there.
Now, it is quite balanced, because you could say its an "exploit" when the defenders don't pick up the fallen flag and defend it as it is, being able to pick it up and run away immediately if the situation starts to heat up.
This isn't true, since any attacker that has sneaked up on the flag, and then launches a quick rush to the flag, can win the game instantly, so them defenders better play safe, and replant it, or pay a whole lot of attention with a bigger risk and let it be on the ground.
An alternative posibility: the atackers don't win the round when they walk over a fallen flag, but rather pick it up and run away with the same rules, only less of a stamina downage. Then have to replant it themselves with a different flag texture (eg the exact same texture, but with a red cross through it, or the flag upside-down, or any other signal marking). Offcourse, this alternative, "defeated" flag would have to be in the texture pack of the original flag too.
Only THEN, they win the round.