I'd like to first thank SOE for this amazing game, it has been very satisfying and a huge leap from the last game, moreover I am glad that you are guys are getting the gaming communities' attention and proper funding. The game is in it's infancy and I am sure that most of what I write has been said in its developmental stages, and it up for a healthy debate. The overall aim is to increase realism and escapism because when in Auraxis, half the enjoyment comes from the other-worldly sights. Weather No Crosshairs Blood Terrain Engineering Light Air Transport Orbital Drops Artillery UAV Weather: Rain, clouds, sandstorms, snow, and heavy fog. This will change the dynamics of the battle, limiting the effectiveness of certain weapons, vehicles, and tools at different times. For example, when cloudy, it will be harder for air units to spot ground targets. Squad beacons might not work during over this cloud cover. It changes how to play the game, adding a new layer or dimension to the already complex game structure. ------ No Crosshairs:This is an option. It gives players a disability in return for a small bonus percentage in experience, say 10-25%. Mini-map and all Heads Up Display features are revoked, increasing the difficulty on a local level. ------ Blood: This would add some blood stains, pink smoke, and drips for a bleeding, near-death soldier. Again, this would be an option due to personal preference and game performance issues. It would add a certain level of severity and mortality to the game increasing the pathos and realism for those who seek it. ------ Terrain Engineering: Blockades, walls, bunkers, and barbed wires. This would change the accessibility of the terrain and could be used at a tactical level to set up road blocks, a fortified position in a mountain skirmish, zerg-protection and trap with MG. ------ Light Air Transport: This would convert the liberator into a Fire Team transporter, changing the secondary weapon for a cabin to fit four exposed infantry. This with a few certifications put into an agile air frame could prove to be more effective than a galaxy for air mobile infantry for tactical drops. For this, I would set a limit on how high they can eject from and/or include a rope to belay from. This would in turn not step over the Galaxy's function as a high altitude parajump air transport with higher capacity, and would also fill that role in between an individual air transport and a squad transport. ------ Orbital Drops: A secondary usage for beacons for a squad leader: At the cost of a hundred or so infantry resource units, it drops supplies to heal and restock ammunition. Won't repair vehicles. It could potentially drop a stock Flash ATV. ------ Artillery: This would only work with an infiltrator's sniper rifle's laser painter attachment. Artillery assist experience should be equal to actual kill. Artillery would in fact be a Lightning with an Artillery Primary Weapon and Utility to clamp down for stability. Ammo can change for Armor Piercing, Smoke, Illuminating, and Heavy Explosive. Infiltrator's Laze Painter is a Weapon Modification for 100 Certs for a Sniper Rifle, laze is only visible with Night Vision. It takes a few second to calculate the data with GPS satellites and where the Artillery should point at. Would appear as a waypoint to distinguish the X axis and a secondary line for the Y axis, then the artillery knows where to point her weaponry. ------ UAV: This is a tool for Infiltrators to see what is going on, replacing the slot for the Recon Detector Device; can go cloak with attachment. May have the laze painter, from above, if certified. Would be nice addition for the battlefield. These aren't all going to get implemented due to current optimization limits, performance issues, and game balance, so please don't act like this is going into the game tomorrow. With that said, if you have something intelligent to say, please address the weaknesses and supplement with your opinions.