Ilosar
Vault Fossil
Again, you're missing the point here. You're going from your playing style and decision-making process, and moving that to a bigger world.
There have been plenty of Fallout playthroughs where I reloaded after losing a party member, but also a bunch where I did no such thing and just went on because I was happy to finally get the fight over with. Ditto for other RPGs with permadeath. And I'm not one of the most hardcore players who insists on never reloading, but sometimes, that's just a decision I have to make every time a companion dies - and that decision isn't 'tedious', but a consequence of challenging combat.
We're both using our personnal experiences to argue here. My point was that, in order to accomodate players, an option for perma-death would be preferable. The fact that Wasteland 2 is Kickstarter-funded doesn't mean only one kind of player will play it.
I don't find it challenging to have to reload at the end of a fight because a lucky minigun crit from across the screen gibbed one of my teamates in Tactics, I find it cheap. If there was a Baldur's Gate or Torment like system, you just ressurect the bloke and hope it doesn't happen too much, but otherwise you need to redo the entire fight through no real fault of the player's. That's not challenge, that's just cheap. Challenge is what tests your strategy and character building, not if the RNG god smiles upon you this day. I personally found the harder boss fights in Dragon Age more challenging than anything in any Fallout or any other perma-death game.
Jagged Alliance 2 proved that it can be very fun and entertaining though, even if there is not some super deep personality or tons of lines behind those characters. God knows it can be difficult sometimes if you have to decide to either start almost the whole mission again or just buying a new mercenary. And there are plenty of them and many have quite difference characters even though they don't have much to to say actually compared to a "role playing game". But the interaction in your team is what makes it really fun, but because some characters will have problems with other mercenaries. Sometimes they might even start to shoot each other if you don't keep them happy or far away from each other.
Good writing and deep lines help of course. But its not needed if the interaction is done well. If the characters don't feel completely like lifeless puppets (see oblivion or Skyrim yeah)
See, in JA2 I less of a problem with dead mercs. They have personalities enough to take a liking to them, but they were definitely not irreplaceable, and there are a whole lot of them to choose from, limited only by your budget and sometimes their availability. Contrast with FO2 or New Vegas, where each follower is pretty much completely unique, has a backstory and lots of lines and personality, and whose availability is plot and location-dependant. They are quite simply not replaceable. If Wasteland 2 takes the Jagged Alliance approach, I wont mind perma-death. If it takes the FO2 one, I would be a bit more bummed.