There’s already a thread like this, but i’ll post here what I posted there…
A proper linear single player portion, the Ark is an absolutely fantastic setting for a single player campaign in the traditional style, and I think having that would flesh out the game and the story itself, and give you a better connection to the setting and the Brink universe. It doesn’t have to be huge, games seem to be getting away with 4 - 8hrs these days.
I’d open the maps up instead of sectioning them off into objectives, I’d make a rule of a max of 2 primary objectives per map and bring more tactical focus on securing secondary routes/spawns and make them much more desirable. Make the objectives non-linear RtCW style, making map tactics more important rather than the defence only having to converge on a single point… it’d drop the overall map rounds to 10-15mins per game, rather than per objective. (yes yes I’m living in the past, but hey it’s what I like)
I’d make it so different gametypes can be incorporated into the current map layouts, such as S&D/CS style round based bomb plant mode, CTF mode using docs or missile codes etc, KotH/Domination style mode… could possibly resurrect RtCW’s checkpoint mode where the 1st team to control all flag points wins.
As much as I hate to say it (and as much as you’ll hate me saying it), I like the positive and negative aspects brought with CoD weapon loadout. 1 attachment for your gun, or 2 depending on the ability chosen. Not a fan personally of having a hundred attachments on my gun, but that’s just me.
Lower the amount of abilities and stick to universal abilities only with a lower limit, class specific abilities have had a negative impact on how people play the game. Leave the classes as they are at their core and let the player tweak how they want to play in general without impacting their role in the game.
Have set visual styled characters for the classes in look and silhouette and get rid of bodytypes and full customization. I want to be able to look at my enemy or team mate and instantly identify their class without the need for icons and text above their head. Have a core colour scheme for the 2 sides (red/blue) but still allow the player to customize small portions like knee pads, facial gear/scars, tattoos etc, but still retain the core class look.
De-clutter the screen, there’s far too many icons and text on the screen. Let ME learn the game for myself, I don’t want a constant running commentary of everything that’s happening on the screen. If I want to know my team mates health situation, I’ll look at him with my xhair and find out, if the class silhouette is fine, I’ll know simply by his player model what class he is. I’ll learn where the objectives are and what they look like, I don’t need a big outline around the enemy to know who to shoot at. The icons i want to see on the screen are the basics, health, ammo, round timer, mini-compass for general direction of the objective or class specific function (medic looking for downed team mates). If It’s not in my line of sight or area of view, don’t show me it… I don’t want to see a fullsized team mate icon on my screen from the other side of the map… LET ME LEARN IT MYSELF!
Make sure that todays games standards are met. If it’s console, include a lobby system, if it’s PC, have numerical ping output and a proper server browser from the get-go. Demo recording is a standard in this day and age, so is first person spectating. Treat each platform as it’s own platform, each has their own requirements that must be met, some things work across all platforms, a lot of things REALLY don’t.
Have a proper closed (open if you must) beta to get rid of the technical niggles before release, and also get map/weapon/game feedback early on.
I think that’s about it for me…