I’d like to see maps allowing more variation. For example:
[ul]
[li]Different or dynamic environmental conditions such as time of day, weather, indoor lighting.
[/li][li]Different initial spawn locations for the attacking team to vote on during warm up.
[/li][li]Additional capturable spawn points that aren’t necessarily forward.
[/li][/ul]
Other spawn options. This might include:
[ul]
[li]Better fireteam spawn hosts (or similar spawn mechanic) that can be autoselected by fireteam mates.
[/li][li]Some sort of spawn host like mechanic for GDF, possibly involving airdrops or something that makes it mechanically well differentiated.
[/li][/ul]
Commander role inside the command bunker for the human faction able to use abilities that might include:
[ul]
[li]Airdropped smoke.
[/li][li]Airdropped hp/ammo crates.
[/li][li]Artillery strikes.
[/li][li]Temporary mg implacements.
[/li][li]Temporary tactical shields.
[/li][li]Light vehicles.
[/li][li]Temporary forward spawn drop beacons.
[/li][li]Ordering troops around.
[/li][li]Only role able to see the opponents’ locations on a HUD map.
[/li][/ul]
The non-human faction could do with some:
[ul]
[li]Non-humanoid classes
[/li][li]Greater variation in weapon handling and effect from human faction.
[/li][li]Additional movement options. Goes without saying that this includes a grappling hook.
[/li][/ul]
Vehicles could afford some of the following:
[ul]
[li]Vehicle and deployable spawn rules which dynamically adjust to player count.
[/li][li]Far less vehicle weapon splash damage.
[/li][li]Vehicle physics.
[/li][li]Flyers that need to use strafing runs because they have dramatically reduced munition reload speed, which is not to be confused with rate of fire.
[/li][/ul]
Other things that would be interesting to see:
[ul]
[li]Increased use of multiple primary objectives (see Sewer objective 2 for why.)
[/li][li]Some class that can deploy jump pads, because walls are overrated.
[/li][li]A tactical shield that blocks projectile weapons but not hitscan weapons.
[/li][li]Personal transport vehicles that have a shield projecting turret rather than a weapon.
[/li][li]The dreaded slowtime field, because this is unreal engine 3 and that’s what unreal engine 3 does…
[/li][li]Flying vehicles that automatically self-destruct after 5 seconds of use and permanently ban whoever’s inside them at the time.
[/li][li]Unpropelled hoverboards for skiing down mountains and fatally faceplanting into trees or walls.
[/li][li]Fighting on a huge landing ship hovering over an active volcano that begins as a huge air battle until the attackers can land and breach the hull.
[/li][li]More bulletpoints.
[/li][/ul]