I have played 3 different campaigns now, and have enjoyed the heck out of the game, I think its one of the best games for freeform drop in co-op. Having the ability to play anywhere on the map and still effect the other player is awesome. While the open nature of the game allows for a lot of tactical freedom there are things missing. I have a few ideas on how this game or the next installment could be better. Some of these might be implemented in the current game, others might need to wait for the next game.
Useable camouflage:
Currently it doesn't matter what camo you have on. Each camo pattern should give a different bonus to detection time or distance for the type of terrain it is designed for. This bonus does not have to be very large, something like 5% for each shirt and pants. Some patterns could be for multiple terrain. To accomplish this the Dev team would need a tool to lasso the different areas on the map as different terrain types. With the ability to overlap some areas.
By having the bonus small but still something to shoot for using, it give the player a reason to use more of the clothing. While not penalizing the player if they have a mismatched camo pattern for an area. On tier or Ghost mode the wrong pattern could give a negative modifier, making detection easier.
Realistic Ammo in All modes:
Its hard to find a pocket that would fit 200-300 rounds of ammo, it makes no sense to have it. There should not be a ammo count for rounds in the mags other than the one in the gun. The player should see a Mag count instead of a unused ammo count. This would make having lager or smaller mags more important, as your total number of rounds would depend on how big of a mag you have plus how many you can carry. To give a balance to this the Devs could make having larger mags effect the guns stability or aim sway. As the gun would be heavier to hold up.
Along with this all modes should have the "realistic reload" from Ghost mode in Wildlands. This route would also get rid of the strange 5.33 mags using "realistic reloads".
Weapon mods:
Currently there are no Bi-pods, flashlights, or other standard attachments. With more weapon mods we should be able to pick which and where each goes. Along with allowing any mod to be on ay weapon that has a rail long enough to be able to hold it. Does the player want their M40A5 to have a panoramic sight, bi-pod, and range finder at the 12 o'clock, they should be able to.
Scoped sight:
When using a scope that does not cover the eye completely like the digital, the area outside the scope should not be zommed in. Only the area inside the scope should have a zoomed in view. When using scopes such as the digital scope it is immersion breaking to have the scope/ratical jump towards the screen when switching between 2.5x and 3.5x.
Rebel Support Cost:
Using Rebel support comes with no cost in game, there is never not a reason to use it. If rebel support had a cost, there would be a reason to husband your resources. As the support gets more powerful it should cost more, making using it more of a choice. Did the player make sure to do some of the side missions to get resources before raiding the large base? If not then when they get pinned down they might only be able to call in a small force to try to be rescued.
Vehicle drop off:
This needs a drastic overhaul. The Devs should go towards a system similar to how Artillery or Rebel Diversion works. Where the player targets an area for the vehicle to arrive at. From a ways away a Rebel should drive the vehicle to the players target, if possible. If not possible because of a SAM or impassible terrain there will be a Radio message stating why. When the driver lands/stops and gets out there should be the same noise and location marked on the map similar to how it is currently.
Carrying to much stuff:
Currently by the end of the game you can carry so many explosives that it gets ridiculous. With 2 weapons with 1000 rounds of ammo, 1 secondary with 150 rounds, and currently 7 different types of explosives. Even with having one of the largest backpacks on its hard to see how someone would be able to carry it all and not be weighted down. Payers should only get one primary (as in Ghost mode) and have the a few slots open for other explosive types. This would make the player have to choice which they think is the best route to go. When in Co-op the players would be able to specialize to have a well rounded team.
AI Team mates:
The overall AI Team mates needs work, but with the Ghost mode update the player was able to select how their Team mates look. This should be expanded to the load out as well. With the late suggestion the Player should have to set up what weapons and explosives the AI Team mates use. They should be locked to the same weapons that the Player has unlocked. This would keep the Player for setting up super soldier AI right from the start.
Allow the Player better control over their squad. By letting players control each Team mate, or by selecting options in a new menu. These options can be things like RoE, stealth, follow distance, cover use(advance/fall back). This would allow the Player to have better control of how their Team mates work and not feel like they are just fighting alone.
Online Options:
When selecting options like difficulty, or hud options, or any other option that might effects difficulty. The options should be pushed to all across the game. This would keep all the players on an even level.
I don’t disagree with any of this but think the majority, whether in this game or the next, should be optional. The game is already pretty good for allowing players to tailor the level of difficulty and immersion. Everything from Arcade, full HUD to Extreme, no HUD, no team and everything and every combination in between.
The suggestions above could further that experience wonderfully, but I wouldn’t want everyone to be locked in to all of them.