Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
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529 posts
- 74Add 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.
- 74Add 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.
- 73Bring 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.
- 73Add 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.
- 73Add 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.
- 73Optimize 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.
- 71Add 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.
- 70Allow 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.
- 67Expand 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.
- 67Add 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.
- 66Add 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.
- 66Add 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.
- 66Add 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.
- 64Add 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.
- 63Add 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.
- 63Improve 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.
- 62Reduce 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.
- 62Improve 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.
- 60Add 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.
- 60Improve 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
- 59Add 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.
- 58Use 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.
- 58Add 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.
- 57Add 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
- 57Add 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.
- 57Improve 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.
- 57Display 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.
- 56Add 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.
- 56Improve 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.
- 56Reduce 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.