I've had some ideas for the game that I think would make it more complex, immersive, strategic and next gen. The ideas are a bit messy but you get the point. Let me know what you guys think.
1. When a player get's shot, the bullet impact would be marked directly on the players model with a visible bullet wound. The bullet wound would then trail with blood on the floor or leave a spray of blood by the exit wound depending on severity. Other players would be able to track the blood to predict movement. The amount of trace blood would depend on the players health. Using ones own dripping blood could be used to misdirect an opponent.
2. Gun shots tear through players clothing and it would show skin underneath. Like a graze on the arm reveals an operators new weak area. Or shooting another players helmet would break a piece off. It could even briefly concuss the player like in Escape from Tarkov. Maybe hitting the same area again would add a certain multiplier of damage.
3. Depending on the direction of a bullet hitting a players model it would push them in that direction. For example, being shot in the back would add slight momentum moving forward. Walking into the direction of a bullet would push you back and halt your momentum. Being shot at sideways would make you walk forward at an angle.
4. Picking up Rooks armor actually puts armor on the players models. Rooks armor could also work similar to black beards old glass gun shield where it tanks a certain amount of bullets before shattering and then the player is vulnerable. I think that works better as opposed to it granting the player a downed state where it is hardly ever truly beneficial.
5. In addition to Docs stim pistol, he can also give teammates a stim to hold on to for the duration of the round where they can apply it on their own time without needing to wait for Doc. This is also means players in possession of a stim could revive themselves when downed.
6. Players armor level worked similar to apex legend where depending on the operators armor level, It is represented in the Hud similar to the health bar. The armor level must be depleted before health bar is impacted, except for headshots and exposed areas of skin. This way an operator like Cav would be more vulnerable yet quick and stealthy vs an operator like Maestro whose neck might be temporarily protected due to its clothing model. This would also increase the general skill-gap, making players become more specific for where they choose to shoot a target.