Modular Gameplay System Improvements Proposal (Engineers, Logistics, Vehicles, Interactive Maps)

Hello everyone,

I would like to share a structured set of modular gameplay improvement suggestions for Enlisted.

The focus is on improving immersion, tactical depth, and squad interdependence, while keeping the current fast-paced arcade gameplay intact.

This is not a full redesign, but a set of small, independently implementable system layers.


CORE IDEA:

The main goal is to make combat feel more:

  • physically consistent
  • tactically readable
  • squad-dependent
  • environmentally dynamic

without slowing down gameplay or changing the core loop.


1. Engineer System Improvements

  • more flexible fortification options ( new, sandbags, barriers, trenches)
  • stronger influence on frontline positioning
  • expanded emplacement variety (MG / AT / AA depending on situation)
  • engineers shaping battlefield flow instead of static defense roles

2. Weapon Handling & Transition Layer

  • more lifelike weapon switch animations
  • more physically consistent weapon handling
  • improved equipment readability (slings, holsters, carried AT weapons)

3. Squad Ammo & Logistics Layer

  • lightweight shared squad ammo concept
  • clearer visual representation of carried ammunition
  • engineer deployable support stations
  • role-based supply responsibility within squads

4. Vehicle Exit & Transition Logic

  • short structured exit phase instead of instant transition
  • clearer differentiation between vehicle types (open-top vs closed)
  • brief vulnerability window after destruction for readability and fairness

5. Interactive Battlefield Layer

  • controlled destruction (breaches, cover changes, persistent damage)
  • evolving battlefield state during matches
  • engineer influence on selected environmental elements
  • destructible buildings

:hungary: OPTIONAL EXAMPLE MAP IDEA

A potential urban siege environment (e.g. Budapest-inspired river-divided city map) could demonstrate how infantry, engineers, and armor interact in a layered battlefield.


DESIGN NOTE

All systems are:

  • modular and independently implementable
  • low risk for balance
  • compatible with existing gameplay structure
  • scalable in complexity

CLOSING

If any part of this concept is interesting, I would be happy to expand individual systems into more detailed breakdowns.

Thanks for reading.

isthisai

Though what you’re asking for does not meaningfully change balance suggestions still need polls

Hello your post is under Suggestions , which means you would need a poll, based on this new policy

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[poll type=regular results=always chartType=bar]
# [TITLE]
* Yes
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[/poll]

Take note as well based on this policy

That you should have only one general idea per post, if you need to make multiple posts then so be it

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