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
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.