I have two fairly good gameplay changes and one (probably fairly bad) vehicle weapon addition. Firstly Overheat Mechanics As had been said so often before, being forced to sit in your vehicle doing nothing while it takes damage, is not a fun gameplay element. It has probably been proposed before, but i'll suggest it again: When overheated, vehicles take 125% damage from enemy weapons and move at 60% speed (numbers need to be refined). Weapons are still locked in overheat. - Bio Diesel completely negates overheat effects. - Scout stun sticky overheats for 20-30 seconds but does not "freeze" the vehicle. - Hull Damage penalties could possibly be cumulative (to be decided). Secondly Vehicle Skills Change Riflemans' Vehicle Damage, Engineers' Vehicle Cooling, Grenadiers' Increased Armour and Scouts' Radar Stealth to all operate from any seat of a vehicle. These skills are not often used, and are not enabled in the way they should be - teammates should be able to contribute something to the vehicle they are riding in, especially if they are accompanying the vehicle specifically to aid it. Scout vehicle speed, grenadier defusal and armour detection are deliberately omitted as these powerful features should only be available if the driver has them. From a 'more realistic' perspective it would make sense if having an engineer on board would make things run more smoothly, a rifleman may be an efficient gunner, a scout knowledgeable about the gaps in enemy communications and a grenadier knowledgeable about armour faults and strengths. ---- Ah forget the weapon suggestion, unless anyone thinks that a vehicle grenade packed with an organic acid that (eats through armour and) directly affects the hull is a good idea. It would work as a regular grenade explosion, with no or possibly minimal affects on infantry. Idea is for the Bio tech tree (obviously).