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
- 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.
- 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.
- 264Add New Game Mode: Frontline
Add Frontline, a team-based Tug of War mode in which both teams fight to move a shared front line across the map. There would be no flags or capture points. Instead, the line would move toward the team with fewer living players beyond it. The match would begin with each team controlling half of the map. A team would win by pushing the front line into the enemy spawn or by controlling the most territory when the timer expires. Key mechanics could include: -Spawns that advance and retreat with the front line -Faster access to combat for the losing team, creating a natural comeback opportunity -Mined map boundaries that prevent players from leaving the combat area or remaining too far behind -A central combat zone offering cover and intense engagements -Exposed side routes that allow risky flanking manoeuvres -Support for continuous movement or staged advances after holding the line -An optional halftime side swap to keep matches balanced The mode could initially be designed around 7v7 matches but scale to support different team sizes.
- 262Add New Weapon: CZ Scorpion EVO 3 S1
Add the CZ Scorpion EVO 3 S1, a compact firearm chambered in 9×19mm. Its manageable recoil, compact design, and extensive attachment options could make it a versatile choice for close-quarters combat. These advantages could be balanced by reduced damage and effectiveness at longer ranges.
- 257Improve Footstep Volume and Vertical Positioning
Reduce the overall volume of footsteps and adjust their sound so they feel less heavy or exaggerated. Vertical audio positioning should also be improved so players can clearly determine whether footsteps are coming from above, below, or on the same floor. This would make footsteps sound more natural and provide useful directional information without overpowering the rest of the audio mix.
- 257Add Tactical Sprint
I think tac sprint would be really nice to have for those CQB moments and to run and gun
- 254Add FPV Radio Controller Support for Drones
Allow players to control in-game FPV drones using compatible radio transmitters connected through a USB simulator cable, including older models such as the FlySky i6. This would provide experienced drone pilots with a more familiar, precise, and authentic control method.
- 253Allow Players to Exclude Maps from Matchmaking
Add a matchmaking filter that allows players to exclude specific maps from their search. This would help players avoid maps they do not enjoy and create a more personalised matchmaking experience.
- 253Add Functional Wristwatches That Display Local Time & Compass
COD MW and Black Ops Cold War have a similar feature where players can equip different tactical watches that display real-time synced to their local timezone. It’s a nice touch for realism and immersion
- 252Add Movement Difficulties When Injured or Stressed
Make the character’s movement less stable and coordinated when seriously injured or under intense stress. Depending on the severity of their condition, the character could move more slowly, struggle to maintain balance, or briefly lose control of their movement.
- 252Remember Selected Game Modes in Casual Matchmaking
Save the player’s selected game modes in the Casual matchmaking menu. Currently, leaving and returning to the menu selects every mode again, requiring players to repeatedly deselect those they do not want to play. Remembering the previous selection would make repeated matchmaking searches faster and more convenient.
- 251Drop a Live Primed Grenade When the Player Dies
If a player dies while holding a primed grenade, the grenade should drop at their feet and remain active. Since the pin has already been pulled, releasing the grenade should allow the fuse to continue normally.
- 226Add Dedicated Server Support
Add dedicated servers as an alternative to peer-to-peer hosting. Peer-to-peer matches depend heavily on the host’s connection and computer, which can create inconsistent latency, give the host an advantage, and interrupt the match when they disconnect. Dedicated servers would provide a more stable and consistent connection for all players, allow matches to continue independently of any individual participant, and support a more authoritative environment for competitive gameplay.
- 217Add More Maps Based on Real Locations
Add more multiplayer maps based on or closely inspired by real-world locations and environments. Maps such as Trenches demonstrate how grounded architecture and believable settings can reinforce Bodycam's realism and immersion. Future maps could continue this approach by drawing from authentic urban areas, industrial sites, military environments, and other recognizable locations. This would provide greater visual variety while strengthening the realistic identity that distinguishes Bodycam from other FPS games.
- 214Add Weapon Hand Switching
Allow players to smoothly switch their weapon between the right and left hands. Changing the weapon side would make it easier to peek around corners in either direction while exposing less of the operator’s body.