Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
- 1.One idea per post
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- 4.Upvote and comment on existing ideas
550 posts
- 579Improve the Bullet Penetration System
Allow bullets to penetrate compatible walls and objects made from materials such as wood, glass, and drywall. Penetration should depend on factors such as the material, thickness, weapon, and ammunition type. Certain surfaces could also become damaged or break apart after receiving enough gunfire.
- 549Remove Post-Death Drones
Remove the drones that players can control after being eliminated. During intense firefights, several drones may gather around the remaining players and generate enough noise to make important gameplay sounds difficult to hear. Having many drones flying nearby can become distracting and interfere with the experience of players who are still alive.
- 534Add New Game Mode: Hostage Rescue
Add an objective-based mode in which one team guards a group of hostages while the opposing team attempts to locate, secure, and escort them to an extraction point. Players would need to coordinate carefully, gather information, and avoid harming the hostages. This could create tense close-quarters encounters where completing the objective is more important than simply eliminating the opposing team.
- 516Improve Bot Navigation, Awareness, and Combat Behaviour
Private matches against bots can be a useful way to warm up before entering matchmaking, but the current AI behaviour needs improvement. Bots often follow the same routes, move slowly through exposed areas instead of sprinting to safety, and target distant enemies while ignoring opponents directly in front of them or actively shooting at them. Their predictable movement and reactions also make them immediately distinguishable from real players. Giving bots more varied routes, better threat prioritisation, smarter movement through dangerous areas, and less predictable behaviour would make private matches more challenging, believable, and useful as preparation for online play.
- 492Allow Weapon Inspections to Be Cancelled at Any Time
Allow players to interrupt a weapon inspection at any time by performing as example a combat action, such as firing. Currently, players must wait for the entire inspection animation to finish before they can respond to a threat. Making the animation immediately cancelable would improve responsiveness and prevent players from becoming unnecessarily vulnerable.
- 485Add Environmental Destruction
Allow selected environmental elements, such as windows, wooden walls, doors, and light cover, to be damaged or destroyed by gunfire and explosives. Each material could react according to its strength and the weapon’s caliber, allowing powerful weapons or grenades to create new openings and lines of sight. Limiting destruction to specific elements could preserve map balance and performance while making combat feel more dynamic and realistic.
- 476Prevent Bodies from Despawning in View
Change the body-cleanup system so that fallen players never disappear while another player is looking at them. After remaining on the map for a minimum amount of time, a body should only despawn when it is outside every player’s line of sight. An additional proximity check could prevent bodies from disappearing when players are still nearby, even if nobody is directly looking at them. This would preserve performance while making the cleanup process less noticeable and preventing bodies from suddenly disappearing in front of players.
- 450Add a Large-Scale Trench Warfare Mode
Add a large-scale mode inspired by the trench warfare of World War I and World War II. Matches could take place across expansive maps where players fight both inside and outside interconnected trench systems. The mode could support 100 to 200 players and include specialised roles such as riflemen, commanders, and artillery operators. Strategic planning, coordinated assaults, and a dark, realistic atmosphere would help create an intense large-scale warfare experience.
- 411Prevent Weapons from Clipping Through Walls
Weapons can sometimes pass through walls, doors, and other surfaces when players stand too close to them. This can reveal a player’s position and reduces immersion. Add a near-surface weapon adjustment that naturally raises, lowers, or pulls the weapon closer to the body based on the available space. This should prevent barrels and attachments from extending through solid geometry while keeping the controls responsive.
- 407Allow Shotgun and Rifle Reloads to Be Cancelled
Allow players to stop reloading weapons that are loaded one round at a time, such as shotguns and certain rifles, before they are completely full. Using the reload input again could stop the sequence after the current round has been inserted and return the weapon to a ready position. Players should not be required to fire and waste ammunition simply to interrupt the reload. This would give players more control over how many rounds they load and allow them to react more naturally when an enemy appears.
- 402Make the Bolt Release Sound Heavier and More Impactful
The bolt release sounds almost plastic, it should sound weighty, it should reverberate with the room, it's not quiet for that big ass spring to slap back, it makes a pretty loud noise. Check this timestamp in the video for reference; 1:36 https://www.youtube.com/watch?v=nOFyVNhsPVA
- 396Allow Magazine Checks to Transition into Reloads
Allow Magazine Checks to Transition into Reloads While performing a magazine check, pressing the reload key again should immediately transition the animation into a reload. Currently, players must wait for the magazine-check animation to finish and for the magazine to be reinserted before they can reload. Allowing the player to replace the inspected magazine directly would make the interaction faster and more fluid.
- 396Add Manual Detonation for Kamikaze Drones
Allow players to manually detonate the kamikaze drone while it is in flight instead of requiring it to collide with a target or surface. This would provide greater control over the explosion and offer an alternative when the drone fails to detonate correctly on impact.
- 388Add Challenges, Tasks, and Progression Rewards
Add a meta-progression system featuring tasks and challenges that players can complete during matches. Objectives could include earning a certain number of kills, maintaining a streak, using a specific weapon, or eliminating enemies from a particular distance. Completing tasks could reward players with shop currency or unlockable cosmetics such as weapon skins. Challenges could gradually become more difficult as the player progresses, providing long-term goals and encouraging different playstyles.
- 381Add Search and Filtering Options to the Server Browser
Allow players to filter or search the server list by ping, server name, game mode, map, and player name. These options would make it easier to find suitable matches and locate servers containing friends, particularly when the party system is unavailable or undergoing maintenance.
- 371Add Descriptions for loadout items
Some loadout items like the various grenades or ammo choices can be pretty difficult to know how to use with only their names and no idea on how they function if you don't already have prior knowledge. For example, The M67 should have a description that mentions its timed fuse, while the RGN should mention that it explodes on impact. This can go for ammo types, both calibers and the variants themselves (9MM FMJ vs JHP for example and how they may behave differently), optics and anywhere else which doesn't list immediate stats.
- 356Allow Players to Edit Loadouts During Matches
It would be nice to be able to access the loadout section inbetween rounds, and also in the time of the pre-match. This way you can just for example change a scope on a weapon to better fit the map that's going to be played.
- 338Add Realistic Injuries and Medical Treatment
Add a detailed medical system in which gunfire and high falls cause location-based injuries rather than simply reducing health. Injury animations should remain compatible with actions such as moving, crouching, aiming, and taking cover. Location-based injuries and reactions: - Arm or shoulder: Grab the injured limb, with increased weapon sway, recoil, and reload difficulty. - Hand: Briefly lower or potentially drop the weapon. - Leg or foot: Limp or stumble, lose sprinting ability, and leave bloody footprints when bleeding. - Chest or stomach: Apply pressure to the wound, breathe heavily, move more slowly, or temporarily lose stamina. - Neck, head, heart, pelvis, or spine: Trigger appropriate incapacitation or fatal reactions depending on the severity of the hit. Bleeding and stress: Bleeding severity should depend on the wound location. Injuries could leave visible wounds, blood trails, and clothing that gradually becomes soaked around the affected area. Heavy breathing, shaking, and continued blood loss could communicate the character’s condition. Adrenaline could temporarily conceal some symptoms, requiring players or teammates to inspect the wound. When not aiming, the character could automatically apply pressure to a serious injury. Medical treatment Players could visibly inspect injuries and use specific medical supplies: - Splints to stabilise fractures and restore movement - Bandages and tourniquets to control bleeding - Morphine to reduce pain, shaking, and movement penalties - EpiPens to revive unconscious or heavily shocked teammates
- 317Add Female Operator Skins
Add a selection of clearly identifiable female operator skins alongside the existing male and gender-neutral options. These skins should follow the same realistic tactical direction as the rest of the operators, without exaggerated or sexualised designs. Even a small selection would provide players with more choice when customising their character.
- 317Add VR support
Add VR support through steam so you can play it with devices like Oculus 2 / Valve Index
- 315Allow Reloading While Aiming Down Sights
Allow players to keep their weapon shouldered and remain aimed down sights while reloading, where supported by the weapon and reload animation. The sight picture could become partially obstructed and weapon handling could be reduced while changing the magazine, but the player should not be forced completely out of ADS. This would make reloads feel smoother and allow players to maintain awareness while holding an angle.
- 313Add a Friendly Indicator to Allied Drones
Display a clear but subtle friendly indicator, such as a green outline or HUD marker, around drones deployed by teammates. The existing green LED can be difficult to recognize, particularly at a distance or during combat. Making allied drones easier to identify would help prevent players from accidentally shooting or destroying their teammates’ equipment.
- 307Add Variable-Zoom Optics and More Sight Options
EOTech Vudu 1-6x24 | LPVO | 1–6× Vortex Razor HD Gen II 1-6x24 | LPVO | 1–6× SIG Sauer TANGO6T 1-6x24 | LPVO | 1–6× Schmidt & Bender PM II 1-8x24 | LPVO | 1–8× Trijicon SRO | Reflex sight | 1× EOTech EXPS3-0 | Holographic sight | 1× Hello! These are some sights I would absolutely love to see added. :) My suggestion is related to the attachments planned for future updates. I have always been a big fan of optics, especially after using them in games like Tarkov and ARMA, and there are a few sights from other games that really stood out to me. LPVOs are probably my favourite type of optic because of how versatile they are. I’m not sure which variable-power optics are already available in the game, so I put together a small selection of sights I think would look great and would love to see added. My personal favourite is the EOTech Vudu 1-6x24 (first focal plane). I think it would fit the game particularly well. If there currently aren’t any LPVOs in the game, one possible way to handle the different magnification levels could be to hold a key while scrolling the mouse wheel, for example ALT + Mouse Wheel. The magnification could then smoothly transition between levels, potentially with an animation similar to this one (not my content): https://youtube.com/shorts/RwHHZcnrdO8?si=KalouFMl28wmt9Fj Thank you for taking the time to read my suggestion! :) P.S. I haven’t actually been able to play the game yet because I’m still away on vacation. I’ve had it wishlisted for quite a while, though, and my friends and I decided we’re finally going to get it once I’m back home in less than a week. So I don’t know everything that’s currently available in the game yet. I got the idea for this suggestion after seeing that customizable attachments are planned for the upcoming September 2nd update, and I thought this would be a great opportunity to share some optics I’d personally love to see. 🙂
- 304Remove Random Camera Correction
The camera correction animation can trigger automatically at unpredictable moments, causing the character’s hand to obstruct the view while entering rooms, checking corners, or preparing for combat. Remove its random activation and make camera correction manually triggered or limited to safe moments when the player is idle. This would preserve the feature without allowing it to interfere with visibility during important situations.
- 299Add Vocal Reactions When Injured
Add vocal reactions when a living operator is hit by gunfire instead of limiting screams and cries to death animations. The intensity of the reaction could depend on the injury and the operator’s stress level. Operators might cry out after a serious hit or attempt to suppress their reaction to avoid revealing their position to nearby enemies. This would make injuries feel more impactful and give operators more human responses during combat.
- 299Show Player Ping during Match
Display each player’s current ping in the lobby and during matches, either on the scoreboard or through a dedicated network information panel. This would allow players to evaluate their connection to the host, identify latency problems, and better understand when network conditions may be affecting gameplay.
- 299Allow Individual Players to Be Muted
Add an option to mute specific players directly from the scoreboard or player list without disabling voice chat entirely. This would allow players to silence disruptive, excessively loud, or unwanted voice communication while continuing to hear everyone else.
- 296Increase Drone Flight Height Limits Across Maps
To make the map boundaries higher so we don't crash into a invisible ceiling when flying drone in acro The only map that has a high enough boundarie is trenches if u can fly as high as u can in trenches in other maps that would be great
- 280Add a Wave-Based Zombie Defense Mode
Add a cooperative defense mode in which six to eight players are trapped inside a location such as a house, subway station, shopping centre, warehouse, or restaurant. The team must defend the area against eight to ten increasingly difficult waves of zombies. Key mechanics could include: -Barricades that zombies can damage and break through -Wooden planks and other materials that players must find to repair defenses -Limited supply drops containing weapons, ammunition, medical supplies, and equipment -Strategic resource management between waves -Power outages that force players to rely on flashlights -Environmental details such as emergency television or radio broadcasts After surviving the final wave, players would receive an extraction message and need to leave the defended location to reach a rescue helicopter or vehicle. This final escape would create a tense conclusion instead of ending the match immediately after the last zombie is eliminated.
- 268Add a Self-Elimination Option for Unrecoverable Situations
Allow players to eliminate their own character as a last resort when they are trapped, stuck, surrounded, or otherwise unable to escape their current situation. To discourage misuse, self-elimination could count as a death and deduct one elimination from the player’s score, similar to the penalty applied for killing a teammate.