Recommended Updates of Features for Maximum Immersion
Below is a constructive set of suggestions for BF6 to implement into their upcoming patches and updates:
1. Hard limits for supply-kit spam: introduce a per-player and per-area cap (e.g., max 5 active kits per support player and diminishing returns on repeated deploys in the same 30s window) so kits become tactical rather than trivial to spam.
2. Make hostile/compromised supply kits hazardous: add a sabotage phase when engineers can “hack/overload” an opposing supply bag so it becomes a short-lived hazard (EMP shock, flaming shrapnel, or smoke that obscures and damages the enemies and heals the friendlies instead while they are standing inside when it detonates).
3. Make enemy supply kits hostile: If a player enters the radius of an enemy supply kit, he will start to get his health depleted as long as he stays in that radius.
4. Tactical bullet-evasion (or “bullet-dodging” in other words): a short, stamina-gated dodge/slide window (micro-invulnerability frames only during the animation) when players will get to evade bullets from enemies for a certain period of time while there in specific “prone” positions. This feature must not undermine weapon TTK or aim mechanics.
5. Vertical mobility: add limited, assault class-specific tools (a quick grappling hook with tether cooldown; a short-burst jet/boost pack; a deployable rappel/zipline) that expand vertical play while remaining counterable by common anti-air weapons. A full-fledged “only-aerial” fighting mode where players with jetpacks will combat is highly recommended.
6. Richer, more material-driven destruction: deepen destruction fidelity so structures react by material (concrete, timber, glass) which is already present but needs more realism and introduce mechanisms for depleting health when players get hit by debris and sightline changes.
7. Puzzle & Trivia seasonal events: turn easter-egg discoveriesinto multi-map interconnected puzzle chains and trivia challenges with clear public hints, leaderboard rewards, and solo/squad variants.
8. Signature environmental gimmicks (example: vacuum chamber): implement interactive hazards e.g., a pressurised chamber whose exterior breaches create directional suction that can eject or stun players nearest the breach. Along with that, keep triggers, safe-zones and clear audio/visual cues so the mechanic comes handy in combat without feeling arbitrary.
9. Better drones: make drones capable of cargo/delivery of supplies and ammunition, tethered repair/heal drones with cooldowns, and limited gunner or payload drones with clear counters (small size, low HP).
10. “Phantom Assist” (ghost spectating): let dead players temporarily enter a restricted ghost phase that can navigate through geometry at moderate-to-high velocities and only send pings, contextual hints, or waypoint assists (no enemy marking and no direct visual reveal). The phase shall have limited duration, limited regional access of every map, and have cooldowns to prevent grief or meta-abuse.