Our servers have a no spawnkilling or teamkilling rule. Inevitably there will be accidental deaths, but we know there are many players who set out to take advantage, or cause disruption. Spawnkills are particularly frustrating to those on the receiving end who can find themselves unable to start to move towards cover before annihilation over and over again.
Thanks to a fellow clanner's script, we have implemented an automated system which will first warn, then kill and eventually kick players who are detected to have caused issues. The more frequent the spawn or team kill the greater the risk of intervention, but a player can get out of jail by gaining legitimate kills.
Systems such as this are not perfect. We recognise it will not be to everyone's tastes. In some game types, perhaps deathmatch, where players are moving freely, it can work well. Other game types, which are more objective based, and thus concentrate alive and respawning players, might not work as well. We will try to achieve a reasonable balance, and look to tweak the settings where possible, to aid enjoyment and a free flowing game.