Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
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- 4.Upvote and comment on existing ideas
529 posts
- 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.
- 23Allow Drones to Crash at High Speed
Allow the default surveillance drone to be damaged or destroyed when it collides with a wall, ceiling, or other obstacle at high speed. The current velocity protection prevents the drone from being destroyed by collisions. Restoring a risk of crashing would reward careful piloting and make drone movement feel more physical.
- 23Add Optic Lens Contamination
Optic lenses could gradually become dusty, fogged, or blurred during gameplay. Players could clean them using a simple cloth animation that takes a few seconds, adding another layer of weapon interaction and realism.
- 22Restrict or Normalize Gamma Settings
Please consider removing the Gamma setting, or reverting it to how it worked pre-patch. Right now, players who don’t increase their Gamma to around 4.0 are at a significant disadvantage. There is basically no reason not to max it out, because it allows players to see into dark areas and shadows much more easily. Before the patch, shadows actually mattered. You had to be careful around dark areas and make decisions about whether it was worth taking a shot, checking a corner, or risking exposing yourself because someone might be hiding there. That created much more tension and required players to think, calculate the risk, and use positioning and sound rather than simply turning up the Gamma and seeing everything. Currently, shadows have almost no gameplay value because players can simply increase their Gamma and eliminate most of the darkness. Please consider bringing back the pre-patch lighting/gamma experience. Shadows should be something players have to respect, not something they can completely bypass with a setting.
- 22Prevent Accidental Purchases in the Loadout Store
Separate the controls used to purchase an item and open its customization menu. The current input can cause players to accidentally buy the highlighted weapon when they intended to customize another one. Purchases could require selecting a dedicated button or clicking directly on the displayed price, followed by a confirmation showing the item and its cost. A short undo or refund option could also help correct accidental purchases.
- 22Allow Suppressors to Be Removed During Matches
Allow players to attach or remove a carried suppressor from compatible weapons without changing their loadout. This would let players adapt their weapon’s sound signature, muzzle flash, length, and handling to the situation. Removed suppressors should remain in the player’s inventory so they can be reattached later, with a short interaction time to prevent instant switching during combat.
- 22Add Weapon Unlocks Through Player Leveling
Allow players to unlock new weapons as they increase their account level. Experience could be earned by completing matches, winning rounds, eliminating enemies, and contributing to objectives. A visible progression path would show which weapons become available at each level and give players additional long-term goals. Unlocked weapons should expand loadout variety without providing direct power advantages, ensuring that starting weapons remain competitive.
- 22Add a Zombie Infection Game Mode
Add a multiplayer infection mode in which one player begins the round as a zombie while the remaining players play as survivors. When a survivor is killed by a zombie, they respawn as a zombie and join the infected team. The survivors must remain alive until the timer expires, while the zombies must infect every remaining survivor to win the round.
- 22Add Favorite Weapon Attachments
Allow players to mark weapon attachments as favorites. Favorited attachments would appear at the top of their respective lists, making frequently used options faster and easier to find.
- 22Add Environmental Effects to Player Models and Equipment
Environmental conditions should visibly affect the appearance of player models, clothing, equipment, and weapons. For example, players could become covered in mud after moving or going crouched in wet areas, appear soaked during rain, or accumulate dust and dirt in dry environments. Other effects, such as snow, ash, blood, or debris, could also appear when appropriate. These effects could gradually build up during a match and fade or wash away over time, making characters feel more connected to their environment.
- 21Add NVIDIA Reflex Support
Add NVIDIA Reflex or an equivalent low-latency option to reduce input latency.
- 21Add an Option to Reduce or Disable Breathing Sounds
Add a separate volume slider or toggle for the player’s breathing sounds during gameplay and spectator mode. The current mouth-breathing audio can feel loud and repetitive, and may cause significant discomfort for players sensitive to this type of sound. Allowing it to be reduced or disabled would improve audio accessibility without affecting other sound effects.
- 21Add Distant Artillery Effects to the Trenches Map
Add periodic artillery sounds and distant explosions to the Trenches map. Shell impacts, flashes, smoke plumes, and echoes could occur beyond the playable area at irregular intervals. These effects could remain purely environmental, creating a more active and immersive battlefield atmosphere without affecting gameplay.
- 21Add Magazine Pouch Reload Animations
During reloads, show the operator physically pulling a new magazine from a pouch instead of having it appear directly in their hand. This would make reload animations feel more natural and consistent with the equipment worn by the operator.
- 20Add Optional Dual-Wielding for Pistols and Revolvers - Akimbo
Allow players to equip and use two compatible pistols or revolvers at the same time as an optional gameplay feature. Dual-wielding should come with trade-offs, such as reduced accuracy, slower reloads, and limited access to aiming, so it remains a fun alternative without becoming stronger than standard weapon setups.
- 20FPV Drone Is Almost Unusable on PS5 Controller — Throttle Defaults to 50%
I’m playing Bodycam with a PS5 DualSense controller. The FPV drone throttle is assigned to a self-centering analog stick, so whenever I release it, the stick returns to the middle and the game interprets that neutral position as 50% throttle instead of 0%. As a result, the drone keeps producing thrust when no input is being applied. Throttle Mid and Throttle Expo only modify the response curve and do not change the neutral point. It would be great to have a “Gamepad Throttle Mode” where the stick center equals 0% and the upper half covers 0–100%, or to allow the analog throttle axis to be remapped to R2.
- 20Reduce the Drones Cooldown
The drone cooldown currently feels too long compared with its limited battery life, particularly when a drone is destroyed shortly after deployment. Consider reducing the cooldown or increasing the available flight time so players can use drones more frequently and meaningfully. Reasonable limits could remain in place to prevent excessive drone spam.
- 20Add New Gadget: C4 Explosive
Add a remotely detonated C4 explosive that can be placed or thrown by the player. The charge could stick to walls, floors, ceilings, vehicles, drones, and RC cars, allowing players to create traps or deliver explosives remotely. Players should be able to detonate the C4 at any time, including while it is still airborne. Its limited quantity and detonation range could be balanced to prevent it from becoming overly powerful.
- 20Add Staged Reloads
Make reload progress persist when the animation is interrupted by actions such as switching weapons, sprinting, or using equipment. When the player returns to the weapon, the reload should resume from the last completed stage instead of restarting. For example, if the old magazine has already been removed, the operator should continue by inserting a new one. This would make interrupted reloads feel more natural and ensure that every completed action has a consistent effect on the weapon.
- 20Improve Ally Markers to Show Distance and Elevation
Improve ally name tags and green markers so they communicate how far away teammates are more clearly. Their size and opacity could change based on distance, making nearby allies more visible while distant markers appear smaller or more transparent. Directional indicators could also show when a teammate is located above or below the player. This would make ally positions easier to understand in multi-level environments and reduce confusion when a distant marker appears close to an enemy.