Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
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550 posts
- 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.
- 56Add New Map: Cave System
Add an underground map set within a sprawling natural cave system and abandoned mining complex. The environment could combine narrow tunnels, large subterranean chambers, mineshafts, wooden supports, old machinery, and hidden facilities located deeper underground. Confined passages would create tense close-quarters combat and ambush opportunities, while larger chambers and multiple routes could support flanking and more varied engagements.
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- 55Add Adjustable Zoom for Long-Range Scopes
Allow players to adjust the magnification level of compatible long-range scopes while aiming. This would make scopes more versatile and allow players to select the most appropriate zoom level for targets at different distances.
- 55Add Assault Shield
For example, I have a few friends I play with, and we’re hardcore milsim players. We’d love to see a shield added to the game. It would force people to use frags more strategically.
- 54Add a Post-Death Combat Summary
After a player dies, display a brief summary of their performance during that life. This could include kills, damage dealt, shots fired, and other relevant combat statistics. A compact summary would help players understand how effective their previous engagement was without requiring a full statistics screen.
- 54Add Tactical Active Hearing Protection
Add wearable active hearing protection that reduces the volume of gunfire and explosions while preserving quieter sounds such as footsteps, voice communication, and environmental cues. This would improve listening comfort without forcing players to lower the overall game volume and lose important information. Different headset models could offer distinct but balanced sound profiles, providing additional equipment for players to unlock through progression.
- 54Control Drones Through the In-Game Tablet
Display the drone camera feed and controls on a physical tablet held by the operator instead of switching entirely to the drone’s perspective. The tablet could occupy most of the screen while leaving part of the bodycam view visible around it. This would allow players to retain some awareness of their surroundings and hear nearby activity while operating the drone. This approach would make drone control feel more immersive while preserving the risk of becoming distracted or being approached by an enemy.
- 53Add a Votekick System
Give hosts and/or teams appropriate tools to remove disruptive, AFK, cheating, or abusive players while avoiding abuse of the system.
- 53Add a Community Map Editor
Provide players with tools to create custom maps using a dedicated map or level editor. The editor could include reusable environments, structures, props, lighting, spawn points, and objective tools to help players build maps for different game modes. Steam Workshop integration could allow creators to publish their maps and let other players easily download, rate, and play community-created content.
- 53Add Weapon-Holding Fatigue with Stamina
Add a fatigue system that affects the player when aiming down sights for an extended period. Weapon sway could gradually increase as the operator’s arms become tired, making it more difficult to maintain a perfectly steady aim. Heavier weapons could cause fatigue more quickly, while lowering the weapon or leaving ADS would allow the operator to recover. Fatigue could also slightly reduce recoil control during sustained automatic fire, encouraging players to use shorter and more controlled bursts.
- 53Add Advanced Keybinding Options
Expand the keybinding system to support: -Multiple actions assigned to the same key or mouse button -Multiple separate bindings assigned to the same action -Individual hold or toggle behaviour for each binding For example, holding the right mouse button could simultaneously aim down sights and activate the flashlight. Releasing it would turn the flashlight off, while a separate key such as F could still toggle the flashlight independently. Providing two binding slots per action with configurable hold and toggle behaviour would allow players to create more flexible control layouts.
- 52Add Customizable Reticles, Colors & Brightness
Allow players to adjust the brightness of illuminated optic reticles using several presets, such as low, medium, and high, or through a brightness slider. Some reticles can appear excessively bright on dark or nighttime maps, creating glare and obscuring the target. Adjustable brightness would make optics more comfortable and effective across different lighting conditions. Allow players to customize reticle designs, colors, or other sight presentation options.
- 52Add More Features to the Shooting Range
Expand the shooting range with additional training options, including selectable target distances, resettable paper and reactive targets, moving targets, and timed shooting drills. Players could choose distances such as 10, 20, or 50 meters and retrieve their targets to review shot placement. A dedicated indoor or outdoor long-range area could also provide better opportunities to practise with rifles and scoped weapons.