Suggestions

Share your ideas to make Bodycam better. Upvote the ones you want most.

  1. 1.One idea per post
  2. 2.English only
  3. 3.Search before posting
  4. 4.Upvote and comment on existing ideas

529 posts

  • 74
    Add More Melee Weapons

    Expand the melee weapon selection with additional knives, axes, and other realistic melee tools. New weapons could offer different animations and handling while remaining balanced against firearms.

    Under considerationby (irl) Nicolai (social Frost) · 06 Sept2
  • 74
    Add a Paintball Game Mode

    Add a dedicated paintball mode featuring paintball markers instead of conventional firearms. The mode could use simple team-based or elimination rules, with hits producing visible paint splashes on players and surfaces. It would be particularly well suited to the existing Paintball map and could potentially support other compact arenas. This would give the map a mode that matches its theme while offering a lighter alternative to standard combat.

    Under considerationby kokobean · 03 Sept3
  • 73
    Bring Back the Global Leaderboard

    Restore the global leaderboard so players can see how they rank against the wider Bodycam community and compare their performance with other players. The leaderboard could display each player’s global position, competitive rank, and relevant performance statistics. Rewards for reaching ranking milestones could also give competitive players additional goals and recognition for improving over time.

    Under considerationby lucasnessbass · 02 Sept8
  • 73
    Add New Weapon: FN Five-seveN

    Add the FN Five-seveN, a semi-automatic pistol chambered in 5.7×28mm. It could offer a distinctive sidearm option with a high magazine capacity, manageable recoil, and fast projectile velocity. These advantages could be balanced by lower damage per shot than larger pistol calibers.

    Under considerationby Timmurd · 31 Aug2
  • 73
    Add Microphone Testing and Volume Settings

    Add a microphone test that allows players to record a short sample and hear how their voice sounds in-game. Players should also be able to adjust their microphone input volume so they can increase or reduce their voice level before joining a match.

    Under considerationby Timbonator · 31 Aug4
  • 73
    Optimize Bots to Reduce Stuttering and Frame Drops

    Please optimize the bots. The game runs really well overall, but whenever i play with bots, I experience quite a lot of stuttering, and frame drops.

    Under considerationby Eli · 26 Aug1
  • 71
    Add a Reconnect System for Competitive Matches

    If a player disconnects from a competitive match, allow them to reconnect and return to the same game before the match ends. This would prevent temporary connection problems from unfairly turning a competitive match into an uneven game.

    Under considerationby J4 · 06 Sept1
  • 70
    Allow Reloads to Be Cancelled by Aiming Down Sights

    Allow players to interrupt a reload by aiming down sights. This would be especially useful for tube-fed shotguns and internal-magazine rifles, where the current reload interruption options are unreliable. The weapon should immediately return to an aiming-ready state when the ADS input is pressed, while preserving any rounds already loaded.

    Under considerationby Joseph · 05 Sept2
  • 67
    Expand Wingman with 3v3, Spectator Mode, and More Maps

    Expand Wingman by supporting matches of up to 3v3, adding a spectator mode, and introducing more small maps designed specifically for competitive gameplay. These additions would provide greater variety, support organised matches and tournaments, and further develop Wingman as a competitive mode.

    Under considerationby TORUS · 30 Aug3
  • 67
    Add More Variations of the Trenches Map

    Create additional maps or layout variations using the visual style and existing assets from Trenches. Each variation could feature different trench networks, open areas, defensive positions, and routes. These maps could also be played consecutively to simulate a larger battle in which teams advance or retreat across the front line depending on the outcome of each match.

    Under considerationby Pep · 30 Aug3
  • 66
    Add Weapon and Suppressor Overheating

    Sustained fire should gradually heat weapon barrels and suppressors. Increasing heat could be represented through discoloration, heat distortion, smoke, or a visible glow at extreme temperatures. Continuing to fire without allowing the weapon to cool could reduce accuracy, increase the chance of temporary malfunctions, or damage the suppressor. This would encourage controlled fire and introduce meaningful tradeoffs without causing permanent weapon loss.

    Under considerationby Jack · 02 Sept6
  • 66
    Add Bot Difficulty Settings to Custom Matches

    Allow hosts to adjust bot difficulty when creating a custom match. Different difficulty levels could change bot accuracy, reaction time, awareness, and decision-making, allowing players to customise the experience for practice or more challenging matches.

    Under considerationby HypKerK · 30 Aug11
  • 66
    Add a Drone Deployment Animation

    Instead of immediately switching to the drone’s camera while it is still in the operator’s hands, add an animation showing the operator physically launching or releasing it. Control could transfer to the drone once it is airborne, creating a smoother and more immersive transition.

    Under considerationDroneby Anon · 30 Aug7
  • 64
    Add More Attachments to the AK

    Expand the selection of attachments available for AK-platform rifles. Additional handguards, stocks, grips, dust covers, rail systems, optic mounts, and muzzle devices would allow players to create a wider variety of traditional and modern AK builds. Attachments should remain visually and mechanically compatible with each AK variant.

    Under considerationby i catch a cold easily · 03 Sept5
  • 63
    Add More Achievements

    Add more achievements. Achievements could reward players for discovering Easter eggs, reaching specific levels or ranks, completing difficult challenges, and achieving notable gameplay milestones. This would provide additional long-term goals and encourage players to explore different modes and playstyles.

    Under considerationby Goopy · 30 Aug3
  • 63
    Improve Match Fairness and Anti-Griefing Measures

    Add systems that help players and hosts address disruptive behaviour and maintain fair matches. Repeated or excessive team damage could trigger penalties such as reflected damage, score reductions, or removal from the match. Players could also be given access to vote-kick functionality, while custom game hosts could directly remove disruptive participants. Anti-AFK measures could detect prolonged inactivity, warn the affected player, and remove them from the match if they remain inactive. This would free the slot for an active player or replacement bot and prevent teams from being placed at a disadvantage. These systems should distinguish repeated abuse or genuine inactivity from occasional accidents and brief absences to avoid unfair penalties.

    Under considerationby sharkbark · 30 Aug22
  • 62
    Reduce Grenade Throwing Delay

    Reduce the delay between pulling the pin and throwing a grenade. The current animation is slower than reloading many weapons, leaving players vulnerable during close-quarters combat. A faster throwing sequence would make grenades more responsive while preserving the existing preparation and timing mechanics.

    Under considerationby RAFAEL KARDEC · 07 Sept3
  • 62
    Improve the Bodycam Adjustment Feature

    The bodycam adjustment currently appears to trigger unpredictably and can obstruct the player’s view for too long. It may continue even while the character is standing still or the game is paused, which can make the mechanic feel arbitrary rather than realistic. Rework its activation conditions, frequency, and duration so adjustments only occur when appropriate and stop when no longer necessary. This would preserve the intended realism without unnecessarily disrupting visibility or gameplay.

    Under considerationby John Segundo · 30 Aug8
  • 60
    Add More Running Animations

    Add more variation to the operator’s running animations. Animations could change based on the equipped weapon, movement direction, speed, and the operator’s condition. This would make character movement feel more natural and less repetitive.

    Under considerationby enzo · 31 Aug3
  • 60
    Improve Visual Realism with Post-Processing

    I heard that post processing is some of the things that devs are planning to rework on in the future, as a feedback i think that applying in the game code and expanding on the tech behind the clarity 1 and 2 filters from the reshade community, along with some gaussian blur to contrast them, could drammatically make the game look more real, expecially in the new drones and trench map, i found this out while testing it with reshade installed in the Shaderglass app in my desktop, as footage from the playtest was playing on the screen. There are more examples about it on this thread https://discord.com/channels/879678079281279006/1541863992979357728

    Under considerationby Laszlotto · 26 Aug2
  • 59
    Add DLSS 4.5 and Multi Frame Generation Support

    Add support for DLSS 4.5 and Multi Frame Generation. The current DLSS model can produce noticeable visual artifacts, particularly shimmering on foliage and other fine details. The newer model could improve image stability and overall visual quality while Multi Frame Generation could provide an additional performance option for compatible NVIDIA graphics cards. Similar improvements could also be considered for FSR on compatible AMD hardware.

    Under considerationby Ruben · 28 Aug4
  • 58
    Use Authentic Weapon Names

    Use accurate military or manufacturer designations for weapons wherever licensing permits, rather than informal nicknames such as “Deagle.” When official names cannot be used, weapons could instead receive consistent fictional, military-inspired, or calibre-based designations that fit the game’s realistic setting. These naming conventions should be applied consistently across the loadout menu, store, and HUD to improve clarity and immersion.

    Under considerationby blake · 03 Sept4
  • 58
    Add Short and Long Grenade Throws

    Add Short and Long Grenade Throws Allow players to choose between different grenade-throwing strengths. A short underhand throw could be used to place grenades nearby or behind close cover, while a stronger overhand throw could be used for longer distances. An optional medium-strength throw could provide additional control between the two. Each throw could be assigned to a different input or input combination, allowing players to control grenade placement more precisely.

    Under considerationby Dennis · 31 Aug6
  • 57
    Add More Weapons

    Just add more weapons: Barrett M82 (.50 Cal) MP9 Knights Sr15, SR16, M110K1 Colt SCw Sig 553 Glock g36C AUG Kar98 Heckler & Koch HK416 FN FAL M249 M240

    Under considerationby John · 13 Sept5
  • 57
    Add a Two-Way Push and Capture Mode

    Add an attack-and-defend mode built around progressive objectives, limited reinforcements, and a dynamic frontline. The attacking team must capture each objective in a fixed order: A → B → C → D → Final Objective Objectives cannot be skipped. Capture progress continues while attackers occupy the active objective but pauses immediately when a defender enters the area. Existing progress should remain temporarily rather than resetting as soon as the objective becomes contested. Captured positions should remain vulnerable to counterattacks. For example, if the attackers capture B and advance toward C, the defenders could push forward and begin retaking B. This would lock C and make B the only active objective. If B is lost, the attackers must secure it again before advancing toward C. The frontline could therefore move forward or backward, but only one objective at a time. This would create a controlled tug-of-war without allowing either team to bypass objectives. The attackers would win by capturing the final objective. The defenders would win by holding the line until time expires or the attackers run out of reinforcement tickets. This mode would encourage coordinated attacks, organized counterattacks, and meaningful control of each defensive position.

    Under considerationGame Modeby Laqoniq · 02 Sept2
  • 57
    Improve Teammate Identification at Close Range

    Improve the reliability and visibility of teammate indicators to reduce accidental team kills. Friendly names and markers can become obscured, disappear, or appear behind the character when a teammate is very close. This makes it difficult to distinguish teammates from enemies during fast close-quarters encounters, especially when both teams can use the same operator skins. Teammate indicators should remain clearly visible and correctly positioned at all distances without excessively obstructing the player’s view.

    Under considerationby ossy · 01 Sept6
  • 57
    Display Local Time on the In-Game Tablet

    Feature suggestion: display the player's local system time on the in-game tablet UI. War Thunder already does this in full cockpit mode, and Star Citizen shows it on their MFD panels as well. The idea is to let players check the real-world time directly in-game via the tablet, instead of having to reach for their phone during a session. It's a small QoL addition, but it would help with session awareness without breaking immersion. Should be relatively straightforward to implement since it's just reading the OS clock and rendering it on an existing UI element.

    Under considerationby Hanser · 27 Aug0
  • 56
    Add Attachment Selling and Trade-In

    Allow players to sell or trade in weapon attachments they have already purchased. Unwanted attachments could be exchanged for a partial refund or credit toward another item. This would make it easier to experiment with different weapon setups without requiring players to purchase every replacement from scratch.

    Under considerationby Bradiator · 03 Sept1
  • 56
    Improve Positional Audio Accuracy

    Improve the directional and vertical accuracy of spatial audio. Sounds such as footsteps and bomb interactions can be difficult to locate, sometimes appearing to come from several directions or from the wrong floor. For example, inside Worn House, it can be unclear whether footsteps are coming from the stairs, the roof, the scaffolding, or a lower floor. Improving audio positioning would help players identify the direction and elevation of important sounds more reliably.

    Under considerationby Michael · 31 Aug6
  • 56
    Reduce Drone Hitboxes

    Reduce the size of drone hitboxes so they match their visible models more accurately. Drones currently appear too easy to hit and destroy. Smaller, more precise hitboxes would make shooting them down more challenging and better reflect their compact size and mobility.

    Under considerationby John C · 30 Aug19