So, I know these ideas are unlikely to ever be implemented, but I thought I'd put them down just for fun. Maybe if I ever win the lottery or take up coding again I can do them myself, but since neither of those are very likely, I may as well just talk about them. These are gameplay changes mostly addressing what I feel are imbalances in the class structure. Everyone knows we have these problems, so it's not really a big deal pointing at them. There are also a few other random things. Rifleman - Claymore/Satchel Charge. 2 Max Ammo & Placeable Limit - Regenerated by a Health Sacrifice ability - something like 50HP should be sufficient (depending on regen upgrade's speed). - Has Large Vehicular Damage, very low damage vs infantry - Very Small Effective Area, Visible Profile (deterrent factor) - Defusable of course - Possibly even deconnable Or - Dig-in type ability generates an explosive bullet function. Explosive bullets deal damage to vehicles, no extra damage versus infantry. - Should be low damage, though number of bullets makes up for it. - Should probably drain a lot of stamina on shot, which would need to recovered for more firing. Scout - Ability granted to sabotage vehicles. - Sabotage is a slow DoT effect - Lessen ability to sabotage vehicle factory (e.g. building damage only) --- General - Bio effect replaced by water drowning effect ala half life. That is, if your health is drained by the effect, it recovers over time. - Bio would do 90% damage with this effect. - No stamina penalty --- That's it I think. If I have anything more random to add, I'll add it later.