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Add Gameplay Stat Progression Based on Player Experience

Under considerationby Mark · 28 Aug

Add a progression system in which gameplay attributes gradually improve as players gain experience and level up. Stats such as reload speed, weapon handling, accuracy, and composure under stress could improve over time. Less-experienced operators could be more affected by high stress, resulting in slower or less consistent actions, while experienced operators would remain composed for longer and perform more reliably under pressure. This would reward long-term play and make operators feel increasingly skilled without completely removing the effects of stressful combat situations.

14 comments

  • Arya Behboudian29 Aug

    some good players don't actually feel the stress and even when the characters struggle with reloading they're like (ahh looks at this loser). Maybe you can set the stress level based on the playtime hours of the player? more hours = less stress

  • Thibault Catimel29 Aug

    "Stress system improvement" (suggested by <Hidden> on 2026-08-29), including upvotes (1) and comments (0), was merged into this suggestion.

  • Yadarax30 Aug

    The higher your LVL, the braver your character becomes. They suffer less stress, or perhaps they become braver by the time stay alive.

  • Dennis31 Aug

    maybe as an experience system for each gun? if you played x hours with gun x, your reload skill/speed will improve, like with shotguns you reload with 2 bullets instead of 1 each cycle and less fumbling with magazines and stuff

  • Thibault Catimel31 Aug

    "Become Brave" (suggested by <Hidden> on 2026-08-30), including upvotes (1) and comments (0), was merged into this suggestion.

  • AAK54031 Aug

    I genuinely like the idea of stressed reloads. In a firefight, stress affects people, and visually it's a fresh, immersive mechanic. I understand why you wanted to try it. The issue is player agency. We're not playing an untrained civilian. Our character is a trained soldier or operator who's practiced weapon manipulation until it's instinctive. Stress doesn't automatically make a core skill randomly unreliable. If I die because I reloaded at the wrong time, that's on me. If I mistime the reload, that's on me. But if I die because the game decides my character is "too stressed" and gives me a slower or different reload animation, the outcome isn't fully in my control. Consistent reload timings exist for a reason: players learn them and make decisions around them. Randomizing them undermines skill expression. A better approach is progression. Let stressed reloads be stronger on inexperienced characters, then gradually reduce those effects as your character gains experience and rank. Stress still matters, but training increases composure under pressure. For example, each fight could fill a stress meter. New characters might fumble more easily, while veterans need much higher stress before mistakes happen. A soldier who's survived dozens of battles should handle reloads better than a rookie. That keeps the mechanic, preserves immersion, and rewards experience instead of replacing player skill with RNG. Realism isn't just unpredictability. It's showing how training helps people perform under pressure. Give me a character who occasionally panics and fumbles a reload because they're inexperienced, then let me play them for 100 hours and eventually watch them perform the same reload almost flawlessly while rounds are flying over their head. That would make the mechanic both immersive and genuinely rewarding. I did comment this on the video on youtube, but I re-wrote it so it had less words :)

  • Taboo31 Aug

    A system that takes how much playtime you have in the game to make your character more efficient with reloads, better accuracy, etc. This could reset every season or stay permanently. Could use a point system for the player to choose what to invest in. Or, what I would prefer, it just naturally comes overtime and the skill of the character evolves withe the player. Just a thought.

  • Thibault Catimel01 Sept

    "Beginner to Veteran Game System" (suggested by <Hidden> on 2026-08-31), including upvotes (1) and comments (0), was merged into this suggestion.

  • Thibault Catimel01 Sept

    "Stress Levels - Reloads & Soft Skills" (suggested by <Hidden> on 2026-08-31), including upvotes (1) and comments (0), was merged into this suggestion.

  • rhy24kk02 Sept

    The human error aspect of gunfights is captured well in this update, but having to adjust a pistol in your hand every 2 shots, covering the bodycam with your hand for a couple seconds, and messing up your reloads are all things that real shooters can mitigate as they gain more experience. I think a gradual experience/skill system that reduces these errors would be realistic. This would improve the experience of playing competitive as a high-skill player, as well as adding a reason to grind the game, since ranks and global placement are now gone.

  • Sipto02 Sept

    Operators should have skills that can progressively be leveled up such as Weapon Handling (maybe for specific classes or weapons), Mental Fortitude or something of that nature (something to help staying calm and shake less). It would be nice to have something other than some attachments to work towards and progress. this can really be expanded upon in order to offer fair and balanced bonuses to players. Something that comes to mind is Tarkov's skill system, but maybe refined a little bit more preferably lol.

  • Thibault Catimel03 Sept

    "Operator/Player Skills" (suggested by <Hidden> on 2026-09-02), including upvotes (1) and comments (0), was merged into this suggestion.

  • Thibault Catimel03 Sept

    "Adaptive skill levels" (suggested by <Hidden> on 2026-09-02), including upvotes (1) and comments (0), was merged into this suggestion.

  • WaitedBandito CH22 Sept

    add a place where the stats of the player shows like, kill detah ratio, teamkills, nade kills etc.