The Global Evolution of Infantry: 30 Concepts for a Perfect Mode

Intro:
Yo! I see you liked my previous ideas, so I decided to go all-in. I’ve spent a lot of time analyzing tactical shooters and War Thunder’s engine. Here is a massive deep-dive into how we can make this mode the best in the world. Let’s break it down!

  1. Animations & Physical Presence
  • Weight Matters: Soldiers shouldn’t feel like they are “skating” on ice. We need a feeling of weight when turning or stopping.
  • Weapon Sway: Shooting a heavy machine gun standing up should be almost impossible. Prone or resting on a wall should be the only way to get accuracy.
  • Vaulting & Climbing: We need smooth animations for jumping through windows or climbing over fences, not just a simple “spacebar jump.”
  • First-Person Immersion: When you look down, you should see your body, your gear, and your legs, not just floating arms.
  1. The Sound of War (Audio Overhaul)
  • Sonic Cracks: Bullets flying near your head should make a terrifying “crack” sound that makes you want to hit the dirt.
  • Interior Echoes: Shooting inside a small bathroom should sound deafeningly loud compared to shooting in an open field.
  • Communication: Add “Auto-shouts.” If a grenade lands near, the soldier should scream “GRENADE!” automatically so the team knows.
  • Material Sounds: Walking on glass, metal, or wood should all sound distinct to help players track enemies by ear.
  1. Tactical Logistics & Support
  • Ammunition Crates: Engineers should be able to build ammo crates. Infantry shouldn’t just have “infinite” ammo from thin air.
  • Radio Operators: A special class that can call in precise smoke screens or request a recon drone flight over a specific area.
  • Flares at Night: Night battles need illumination flares fired from mortars or hand-held launchers to light up the zone for 30 seconds.
  • Field Fortifications: Allow us to place sandbags or wire obstacles, but make them destructible by tank HE shells.
  1. Advanced Weapon Mechanics
  • Bullet Penetration: Wooden doors and thin metal sheets shouldn’t stop rifle rounds. You should be able to “spray” through a fence if you know an enemy is there.
  • Suppression System: If a tank machine gun is firing at your cover, your screen should blur slightly to simulate the stress and dust.
  • Bayonets & Melee: Let us attach bayonets for those “last stand” moments in tight hallways.
  • Malfunctions: Very rarely, under high heat or dirt, a gun could jam, requiring a quick “reload” animation to clear it.
  1. Economy & Player Growth
  • Squad Experience: The more you play with the same friends, the more “Squad XP” you get, unlocking unique camos or patches.
  • Trophy Weapons: Allow us to pick up an enemy’s weapon if we run out of ammo, but with a penalty to reload speed because it’s “unfamiliar.”
  • Battle Tasks: Specific infantry tasks like “Capture 3 buildings” or “Provide ammo 10 times” to earn Silver Lions.
  • Showcase: A “Killcam” that shows exactly where the bullet came from, but only in Arcade mode. In Realistic — stay in the dark!
  1. Environmental Interaction
  • Fire & Smoke: If a building is hit by a flamethrower or a “Solntsepyok,” it should stay smoky and dangerous for a minute.
  • Water Physics: Walking through a river should slow you down significantly and make a lot of noise.
  • Day/Night Cycle: Matches that start at sunset and slowly turn into pitch black night, requiring everyone to switch to NVGs mid-game.
  • Destructible Lights: You should be able to shoot out street lamps to hide in the shadows during night raids.

Conclusion:
I know this is a lot, but War Thunder has the best engine for this. We don’t need a new game; we just need to polish these details. What do you think about the suppression system? Too much, or just right for realism?

FAQ: Answering your concerns!

Q: Won’t 30 new features kill the FPS?**
A: Not necessarily. Most of these ideas (like sounds, animations, or bullet penetration) are processed by the engine and don’t require a lot of GPU power. For the “Alive interiors,” we can use LODs so they only load when you’re close.

Q: Is “Tank Desant” too dangerous for infantry?**
A: Yes, it’s risky! But that’s the point. It’s a high-risk, high-reward tactic. You get to the point faster, but you have to watch out for HE shells and machine guns.

Q: Why add weapon malfunctions (jams)?**
A: It’s a rare event (maybe 1% chance under extreme conditions) to add that “Ready or Not” feeling. It makes you value your equipment and stay calm under pressure.

Q: Will “Solntsepyok” (TOS-1) be too OP?**
A: It should be a rare tactical strike, like a nuke or a high-tier killstreak. It’s meant to clear heavily fortified zones, not to be spammed every minute.

Q: Why should I care about “Sonic Cracks” and echoes?**
A: Sound is 50% of the gameplay in tactical shooters. It helps you identify where the enemy is without seeing them. It’s a massive buff to “skill-based” play.