As now we have option to somewhat fine tune the game ourselves, give us option to make the game more historical and more realistic. It’s an extended continuation of this post: Custom lobbies - reintroduce some things that got removed
All those options and ideas listed below will be off by default and won’t impact the main modes in any way, they will only affect custom lobbies that have them turned on.
Weapons and vehicles restrictions.
In CL settings make a submenu that will allow us to toggle on and off certain vehicles.
Conceptart. Allowed vehicles from Moscow campaign are only PzII C and KV-1

If we will get an option to chose different types of shells or bomb loadouts, they also could be turned on and off by the usage of a drop-down menu similarly to weapons described below.
Give us option to change how weapons are distributed.
Conceptart (it’s even uglier than the 1st one). Troopers are allowed to use MG42.
Maybe also give us option to chose between for example Assaulter I and Assaulter II. Imo it might be interesting. I don’t know if it’s possible, but limiting weapons to certain squad types would be interesting as well.
Take note that I somewhat separated Allies’ and Axis’ equipment to make it a bit easier to search.
Additionally introduce “default” button to reset changes we made and set limits like for the basic game. Maybe also add stars near the check boxes to mark what options are the default ones.
We might also introduce a system to switch on and off certain classes or even squads on the similar principles.
Movement
Simlpe option to switch between current, instant movement and more realistic movement. It would be generally slower and based quite a lot on animations.
For example you will be able to go prone basically as fast as you can now, but you won’t be able to shoot as your soldier will use his hands to “cushion the fall”. When you will get up, the proces will be much slower (even with perk), also you will be unable to shoot as your soldier will use his hands to lift up himself from the ground. I guess everybody knows how going prone works irl.
Other example is jumping. When you jump you will be unable to aim and while landing you also won’t be able to aim as your soldier will try to balance his body.
Also I would like to reintroduce inertia in movement. In short it worked like that: instead of sprinting instantly and stopping in place instantly, you had to accelerate and slow down accordingly. It was present in the game but got removed because… resons? Tbh some players didn’t like it, and it wasn’t in line with making this game CoD-like I guess.
Those are only some examples, there are probably more.
I propose to split those options a bit to give players more choise. Make it toggle between “Arcade” (current movement) and “Realistic” (movement I described above).
Conceptart.
Weapon behaviour
This one in probably the biggest one.
In terms of submenu it should probably look like in case of movement, switch between arcade and realistic (or maybe simple and advanced would sound better?).
- Malfunctions
I’ve made a survey and here you can see the description of how it might work (based on your feedback):
Press here to see the text. Base post is already long enough and I don't want to clutter it even more.
I would split malfunctions into two groups: soldier-related (aka mistake during the reload) and gun-related.
- Soldier-related malfunctions are (for obvious reasons) more common than the other type (but not too common), but don’t affect shooting itself. They are based purely on RNG. The chance of it occurring is the same for all weapons (as it’s soldier-related). I would go for 10% chance. They cause longer reloads (like the original malfunction did in pre OBT version of the game).
Ideas of more advanced mechanics (optional):
Soldier perks can decrease the chanse of this malfunction. Make this perk available at soldier lvl 1, maybe lvl 2, to avoid the power creep.
Nearby explosions and being suppressed will increase the chance of this malfunction from 10% to 20%. Maybe also low stamina or <50% health would work similarly. - Gun-related malfunctions are even more rare and can occur while the gun is being fired.
To make them less severe (as they will have heavy impact on the shootings) they will work a bit like overheating in BF series. If you shoot constantly (even with bolt action rifles), a chance for a malfunction will occure.
Those malfunctions will last shortly (2-3s) so if you are in cover, you don’t have to worry that the enemy will rush you… that much. Idea of math behind it: after shooting more than 1,2 of the magazine without longer breaks, you will have a chance of a malfunction. Breaks would be for example 3s long, reloading doesn’t count as a break.
Said 1,2 of the magazine is 1,2 times the smaller size version of the mag for this weapon. So for example it’s 24 bullets for beretta with 20 mag and also 24 bullets for beretta with 40 mag. It will give an actual downside to the weapon versions with a bigger magazine as you have to maintain trigger discipline.
Said malfunction chance is a weapon statistic (described as a percentage). It would be low for simple weapons like bolt action rifles, but high for experimental designs like the M2 Hyde or MKb42(H).
When weapon malfunctions, counter resets and you have to fire 1,2 of mag to have malfunction again.
Ideas of more advanced mechanics (optional):
Malfunction chance can be affected by the lvl of the weapon, there are two ways of doing it: higher lvl → lower chance (you spend resources to make it better) or higher lvl → higher chance (it’s getting heavily changed and becomes more of an experimental weapon).
-
Weapon animations
Things like switching safety on your gun or pulling the pin out of the grenade (credit to @8383908). Pistols would be the fastest ones to switch safety while other weapons would take time. Normal and smoke grenades would be the fastest to use while explosion pack would take more time to prepare (setting up a detonator for example).
Also things like for example connecting wires on PanzerSchreck or other weapon specific actions. Maybe animation of preparing your MG for fire and movement? -
Suppresion
Being under fire for a while will cause your screen to blure and maybe shake.
More here: Suppression -
Fire
Soldier that is burning is forced to put out the fire (now you have to do it manualy by pressing the button). You still will be able to move but you won’t be able to shoot, spot nor throw greandes or do any offencive action.
Imo it should be in the base game but it’s not because… reasons?
Crew-served weapons
Previously I wanted this feature to be in the base game, but the game seems to turn into mix of CoD and Rambo.
You can see the whole idea here:
Toggle on and off in the CL settings.