Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
- 1.One idea per post
- 2.English only
- 3.Search before posting
- 4.Upvote and comment on existing ideas
550 posts
- 30Add Sorting Options to the Server Browser
Allow players to sort the server list by selecting its column headers. Sorting options could include player count, map, game mode, server name, and ping when available. Each column could be sorted in ascending or descending order, making it easier to find suitable matches quickly.
- 30Add New Map: Chernobyl Reactor 4
Add a map inspired by the Reactor 4 complex at the Chernobyl Nuclear Power Plant. The environment could feature vast industrial chambers, maintenance corridors, control rooms, machinery, damaged infrastructure, and elevated catwalks. This layout could combine tense close-quarters combat with longer sightlines and vertical encounters inside a dark, imposing industrial setting.
- 30Keep Unlimited Reserve Ammunition
Keep the current ammunition system instead of limiting players to a fixed number of magazines per life. Limited magazines could disrupt the flow of matches by forcing players to search for ammunition, use secondary weapons, or remain near ammunition supplies. It could also encourage players to camp around resupply locations. Managing the ammunition remaining in the current magazine already provides enough preparation and awareness without adding further complexity.
- 29Restore the Previously Equipped Weapon After Using Equipment
After using equipment such as a grenade, automatically re-equip the weapon that was active beforehand. For example, if the player had a pistol equipped before throwing a grenade, the pistol should return instead of automatically switching to the primary weapon.
- 29Fix Audio Volume Balance and Spatial Disorientation
The current audio mix makes it difficult to understand the game space. Echoes can be louder than the original gunshots, enemy shots may sound louder than the player’s own weapon, and footsteps can be heard from rooms or floors away as if they were nearby. Please rebalance gunshots, echoes, footsteps, and environmental sounds while improving distance and vertical positioning. Gunfire should remain punchy and clear without excessive echo, and the mix should help players accurately identify where sounds are coming from.
- 29Add More FPV Drone Rate Types
Add support for the Actual and KISS rate types alongside the current Betaflight rates for FPV drones. These rate types use different response curves that affect how controller-stick movement translates into drone rotation. Supporting them would allow experienced FPV pilots to recreate familiar settings from Betaflight and other simulators, making their existing controls and muscle memory easier to transfer into Bodycam.
- 28Make Sprinting Automatically Cancel ADS
Pressing the sprint input while aiming down sights should immediately lower the weapon, exit ADS, and begin sprinting. Players should not need to manually release the aiming input first. This would make transitions between aiming and movement feel faster, smoother, and more responsive.
- 28Add Angled Grenade Throwing Allow players to throw grenades around corners or through doorways whil
Allow players to throw grenades around corners or through doorways while remaining mostly behind cover. This could provide another way to clear defended positions without fully exposing the operator. Angled throws could have reduced accuracy and range compared with standard throws to keep the mechanic balanced and preserve the risk of hitting nearby surfaces.
- 28Restore the Separate Gunfire Volume Setting
Restore the dedicated gunfire volume slider so players can adjust weapon sounds independently from other sound effects. This would allow players to reduce the intensity of gunshots without lowering important gameplay audio, making the game more comfortable to play while preserving sound awareness.
- 27Expand Bot Weapon Variety
Allow bots to use a wider selection of weapons instead of being limited primarily to AK-style rifles. Their loadouts could include assault rifles, submachine guns, shotguns, pistols, and other weapon categories. Weapons could be assigned randomly or selected according to the map, game mode, and bot role. This would make matches against bots less repetitive and provide more representative practice against the game’s full arsenal.
- 27Option Turn Off Camera Vignette & Blur Effects
It's annoying. also game will look much better without these effects.
- 26Add Dynamic Blood and Rain Effects to the Camera Lens
Let the camera lens react to nearby combat and weather. When an enemy within roughly 2 m is hit in the torso or head with a shotgun or automatic rifle, blood could splatter onto the lens. The chance could start at around 10% and increase at closer range. During rain, droplets could collect on the lens when the player looks upward and gradually blur the view. After combat, or when the player looks down and is no longer fighting, the character could wipe the lens clean with a thumb.
- 26Add a 20-Round Magazine for the LAR Rifle
Add a 20-round magazine option for the LAR rifle. Twenty-round magazines are commonly associated with FAL-pattern rifles and would provide a more authentic configuration than the current 15-round option. The larger magazine could be balanced through differences in weight, handling, or reload speed if necessary.
- 26Add Location Names to Maps
Divide each map into clearly named areas and display the player’s current location with a small HUD label. Names such as “Long Corridor” or “White Stairs” would give players consistent callouts, making it easier to communicate their own position or report enemy locations while playing or piloting a drone.
- 26Add a Loadout Weight System
Add a weight system in which equipped weapons, attachments, and gear affect the player’s movement speed. Heavier loadouts would reduce mobility, while lighter equipment would allow the player to move more quickly. This would create a trade-off between carrying more powerful equipment and remaining agile.
- 26Rework Team Autobalancing
Rework the autobalancing system so incoming players are distributed more evenly between teams. In matches with bots, new players can currently replace bots on the same team repeatedly, resulting in heavily unbalanced teams such as five human players against one. Incoming players should alternate between teams or be assigned based on the current number of human players on each side.
- 26Replace Exact Ammo Readouts with Approximate Magazine Weight Checks
Suggestion: replace the direct remaining-ammo readout with a tactile magazine-weight estimation mechanic. The character would judge approximate round count by feeling the inertia/mass of the magazine during handling, rather than displaying an exact numerical value. This would tie ammo awareness to physical feedback and reinforce immersion over HUD dependency.
- 26Add More Weapon Slots
I think 5 weapon slots is way too little. I don't like throwing my builds away because I want to make something else. Maybe just make multiple pages, so you can basically have unlimited builds, or at least 20 or something like that.
- 25Add a Free Lean System
Add a free-lean system similar to the one in Ready or Not. While holding a dedicated and rebindable free-lean input, players could use the movement keys to adjust their stance. Moving left or right would control the direction and extent of the lean, while moving forward or backward would slightly raise or lower the player's position. This would provide more precise control over peeking and how much of the character is exposed behind cover. The existing Q and E leaning controls could remain available, with an additional option to use free lean in either hold or toggle mode.
- 25Add a Hold-Breath Mechanic While Aiming
Allow players to hold their breath while aiming down sights to temporarily reduce weapon sway and stabilize their aim. The effect should have a limited duration followed by a short recovery period, preventing continuous use while giving players greater control when preparing precise shots.
- 25Add New Game Mode: Drone and RC Car Racing
Add dedicated racing modes for drones and RC cars. Players could compete on courses featuring checkpoints, obstacles, tight passages, jumps, and different terrain. Separate tracks could be designed around the unique handling of flying drones and ground-based RC cars. Races could support individual time trials and competitive multiplayer events.
- 25Add Shader Precompilation on First Launch
Add an initial shader compilation step before players enter the lobby or a map for the first time. Currently, materials, lighting effects, objects, and other visual elements can continue loading and appearing for one or two minutes after entering a scene. A dedicated compilation or loading screen would ensure everything is ready before gameplay begins, providing a smoother and less distracting first-time experience.
- 25Add an Abandoned Bunker Map with Dynamic Lighting Events
Add a map set in a hostile section of an abandoned bunker, illuminated by yellowish or white lights. The bunker was frequently used by gangs in the past and is now serving as a temporary base in enemy territory. Once the location is discovered, troops are sent inside because bombing the bunker is not an option due to the surrounding civilian city. The map could feature a dynamic lighting event where the power goes out for approximately 15 seconds before the bunker enters an emergency or alarm state, bathing the environment in red light. This event could occur when other maps transition to nighttime. The floors and walls could feature worn concrete, damp corridors, exposed pipes, and other textures similar to the provided references.
- 24Improve Ranked Matchmaking, Parties, and Penalties
i want to play ranked with my duo, i don't want to matchmake hoping i will get someone good.
- 24Allow Player Actions to Cancel Camera Correction
Actions such as sprinting, aiming, firing, or switching weapons should immediately interrupt the camera correction animation instead of requiring it to finish first. Starting to sprint should also automatically cancel leaning and crouching. These changes would make movement and combat controls feel faster and more responsive.
- 24Add Custom Patches and Stickers
Allow players to upload custom images and use them as patches on their operator or stickers on their weapons and equipment. Uploaded designs would need an appropriate moderation and reporting system to prevent offensive or prohibited content from appearing in-game.
- 24Prevent Reloading and Weapon Inspection While Jumping or Climbing
While jumping (or even climbing), you shouldn't be able to reload or inspect your weapon etc. at the same time. It's not realistic, and just feels arcadey. The same goes for the other way around, you shouldn't be able to jump when reloading or inspecting weapon etc.
- 23Require Fresh Matchmaking After Ranked Matches
End the current lobby after each ranked match and require players to enter matchmaking again before playing another one. Players should not be able to repeatedly face the same opponents through post-match map voting or remain together indefinitely in the same ranked lobby. Fresh matchmaking would reduce repeated matchups and opportunities to manipulate Elo while ensuring that each match finds the most appropriate available players. Casual and private matches could continue to support persistent lobbies, rematches, and post-match voting.
- 23Keep the Radio Animation Active While Speaking
When a player uses the radio, the operator’s hand should remain on the radio for the entire duration of the transmission. The hand should return to the weapon only after the player releases the radio input and finishes speaking. This would make the animation accurately reflect how long the radio is being used.
- 23Allow Movement While Using the Tablet
Allow players to continue walking while the tablet is open instead of requiring them to remain stationary. This would let players check the scoreboard, manage their loadout, or access other tablet features while moving toward their next position.