Personally, I want WAAAY more abilities than you can buy, to make it so you never know what to expect on the battle field and to make each character unique ability wise. i think that ranks 1-5 should be beggining abilities that you can get all of, but that 6+ should make you decide what you want.
Here are some of my ideas for rank 6 abilities
Increased Equipment Slots - Adds 3 more equipment slots( on console the back/select button could be used to switch between the original and new trio of slots.)
Juggernaut - while on the attacking team you will recieve have damage resistance for 10 seconds after leaving spawn.
Light Extremism - Lights can stick to walls longer while wall hopping.
Middle Ground- Mediums get a slight damage and RoF increase when using AR Primaries and SMG secondaries
Heavy Extremism - Heavies stability and accuracy increase while stationary.
Improved Grenade Shooting - Grenade Shooting now affects specialty grenades. Requires Grenade Shooting
Sprinting Fire - Fire while sprinting at the cost of low accuracy and high spread
Soldier
C4 -Satchel Charges are not destroyed by weapons fire, they can be destroyed by grenades.
Napalm Grenade Damage Increase
Napalm Grenade Blast Radius Increase
Napalm Grenade Flame Damage - Napalm Grenades cause fire damage for 5 seconds on all enemies in blast area
Grenade Distance - You can throw your grenades farther
Lobster Lover - Lobster knockdown area increased
EZ Upgrade - EZ Nade damage increased
Engineer
Increased Radar Range - Increases the radar of your teammates. Buff. Not applicable to self
Turret Damage Buff - Increases Turret Damage. costs 1 pip
Turret Speed Buff - Increases Turret turn speed. costs 1 pip.
Extra Turret - Deploy a light turret that cannot be buffed. Must have Gatling Turret
Proximity Mine - less damage then a land mine but larger detection radius
Wall Plant - place proximity mines on walls
Timed Mine- If a enemy steps on a landmine it will detonate in 15 seconds unless disarmed.
Medic
Medpack - increases the range at which medics can give out buffs, medics toss buffs to allies instead of injecting them.
Sacrifice - While incapacitated, medics can toss their self revive syring to a nearby incapacitated ally. self revive cooldown is reduced by 10% when used by Sacrifice.
Improved Metabolism - Health regenerates to the current pip and the one after. Requires metabolism.
Matyr - Medic can give the target 5 pips of health at the cost the medics life, can only be used when the target has no health buffs exlcuding Battle Hardend
Leech Grenade - Health is taken from enemies in the blast radius and given to allies in the blast radius, if no allies are in the blast radius then the grenade acts like a normal grenade.
Operative
Feign Death* - Activated by the self buff key
Sabatoge* - Dismantle MG nests
Rewire Command Post* - makes Enemy think you captured command post, when the go to “capture it back” they will actually give it to your team.
Signal Enhancer* - Device put on hackbox that increases hack speed but forces you to become stationary
X-Ray Grenade - long cooldown, everything in the blast radius is outline red for a few seconds.
Sight - an operative can look at one of his team mates from anywhere on the map and allow them to see mines. works like control turrett
*the starred ideas are BEARNOISE’s
UPDATE: Thinking if this was implemented that each rank you shoud jsut get 7-8 ability points at the beggining of every rank. and more Char slots
[B][U]
Rank 7 Abilities
General Abilities[/U][/B]
Proportional - Heavies get one extra supply pip while lights lose one
Increased Grenade Timer - Grenades explode after 7 seconds
Reduced Grenade Timer - Grenades explode after 3 seconds
Downed Grenade - While incapacitated you can thow a grenade with low damage
Momentum - When sliding you dont lose speed and resume sprinting upon completion
Pistol Whip - Pistols will knockdown opponents instead of knifing them
Bullet Sponge - heavies get 20HP added to their default health bar
Fleet of Foot - Lights do not automatically lose height when jumping from a walljump
Soldier
Mr. Chaingun - Gotling wind up time reduced and RoF increased
Maxuraccy - Maximus accurcy increased
FR3KN-4K - FR3KN-3K fires in four round bursts.
Bulpdaun+ - bulpdaun magazine increased
Pyro - Unlocks underslung flamethrower attachment
Serrated Edge - Bayonette damage increased
Impact Grenade - Grenades explode on impact
Burnt Op - Disguised operatives sjow visible flames when damaged by napalm grenades
Engineer
Accuracy Buff - Glows green
Stability Buff- Glows blue
Range buff - Glows Red
Deployable MG Nest
Improved Landmine - improved damage
Sniper Turrett - High damage, low turn speed, Long range
Area Denial Turret - Low damage, high turn speed, short range
Barrier - Harder for an Operative to hack turrets
Explosive Resistant Kevlar
Flame Resistant Kevlar
Melee Resistant Kevlar
Improved Kevlar
Operative
Impact Caltrops - Caltrops explode on impact
Increased Caltrop Radius
Increased Caltrop Density
Improved Sticky - Stickies stick to ceiling amd walls
Extra Sticky
Increased EMP Duration
6 Bars - Increased signal range
Parkour! - Can SMART while hacking
Improved Hack Turret - can have 2 hacked turrets simultaneously
Control Symbol - Controllable turrets have a symbol similar to that of a soldiers satchel charges.
Medic
No Idea help me out guys!

