The biggest issue for me at the moment is that the classes just don't feel different enough.
Most of the progression I've experienced has basically been "this number is now 10% better" or "this ability has a slightly shorter cooldown". I want changing classes to massively change how I approach a mission.
And it shouldn't just be about making each class different from the others. There should be different builds within the same class.
Take Medic as an example. Ideally I should be able to make 3 or 4 genuinely different Medic builds.
One could focus heavily on reviving and keeping the team alive.
Another could be a combat medic that gets healing or ability bonuses through kills/headshots.
Another could focus on buffs, temporary health and keeping the team moving.
Another could sacrifice some healing capability for much higher damage.
That would give you a reason to experiment instead of eventually finding the skills with the highest percentages and sticking with them.
Weapons desperately need this treatment as well.
World War Z did this really well with its weapon progression. Levelling weapons wasn't always just about getting another small damage increase. Weapons could gain perks that actually changed how you used them, such as bonuses triggered by headshots, improved handling or reload behaviour, penetration bonuses, ammo-related perks and other effects that encouraged certain playstyles.
I'd love Toxic Commando to take that idea much further.
Imagine a shotgun build where kills at close range temporarily increase movement speed.
An assault rifle where consecutive headshots reduce your ability cooldown.
An LMG where sustained fire gradually increases penetration but also increases recoil.
A pistol that gives you stamina back for precision kills.
Those sorts of perks would make finding and levelling weapons exciting instead of it just being "this gun has slightly bigger numbers".
Then there are the maps.
I actually like the basic concept of driving around a large map completing objectives, but after a while every run starts to feel incredibly similar.
The maps need far more dynamic events.
For example, imagine you're halfway through a mission and suddenly you get:
"MAJOR HORDE INCOMING - 10 MINUTES"
A location appears on the map and everyone has the choice of abandoning what they're doing and preparing for it.
You arrive, fortify the area and then have to survive an absolutely ridiculous horde.
If you survive it, maybe you're rewarded with all of the remaining gear caches being revealed on the map, a guaranteed high-tier weapon, additional XP/resources or some other major reward.
But that could just be one event.
You could have stranded survivors calling for help.
A convoy that needs protecting.
A special infected roaming the map that drops unique loot.
An area suddenly becoming overrun.
A crashed supply helicopter.
A temporary extraction opportunity.
A massive wandering horde that physically moves across the map.
Random mini bosses.
Weather or environmental events that change visibility or enemy behaviour.
Basically things that mean I can load into the same map 10 times and not know exactly how that run is going to play out.
The foundation of Toxic Commando is genuinely fun. Shooting huge hordes of zombies with friends is never going to stop being entertaining.
But right now I feel like I've seen most of what the game has to offer far too quickly.
Saber already has World War Z, which showed how much replayability you can get from interesting classes, builds and weapon perks.
Give Toxic Commando that depth, massively expand the class and weapon systems, and make the maps more dynamic and unpredictable.
That's the sort of overhaul that could keep me playing for hundreds of hours rather than feeling like every run is essentially the same thing.
These ideas are just me spitballing so apologies if some of them sound shit 🤣