Posted by: astronicky
First off, I just want to say the DLC is absolutely incredible. I'm absolutely blown away by the quality of the assets provided so far. That said, there are quite a few additions or tweaks in my 'wishlist', I'll try to keep it organized and will be avoiding general bug-fix ideas. Thanks in advance!
Uniforms/Equipment/Accessories
-Navy Seal Uniforms with the jeans
-US "civilian" clothing (Hawaiian shirts, business-casual wear etc.) for off duty soldiers and CIA spooks
-Field caps for all factions
-Cavalry Stetson and yellow scarves for Lt.Col Bill Kilgore cosplay.
-Non La with folded sides
-Helmet foliage
-Helmet goggles as 'NVGs'
-Mustaches as facewear/NVGs
-Additional recon (foliage) backpack variants for PAVN
Weapons
-Ithaca 37 Riot Shotgun
-Melee functionality for select sidearms
-'Dirt' Variants of traps for use in tunnels/urban environments
-Lantern "flashlights" for VC
Vehicles
-Prop vehicles on Cam Lao Nam, like the military bulldozer and civilian cars, should have functioning variants (extra colors and police/taxi versions) for player use. This would open up many opportunities for 'undercover' operations, and would fill a pretty big gap in scenarios like Antistasi.
-Dnepr M-72 Motorcycle, with variants (military, civilian, sidecar etc.)
-T-34 tank
-Type-59/Type-62 tanks
-ZSU-57 Self Propelled Anti-Air
-Beijing BJ212 scout car
-PBR and Airboats
-Camouflage netting and foliage for appropriate vehicles
-Better animations for vehicle-mounted weapons. These are incredibly hard to implement in a manner that allows gunners to have a full range of movement while also limiting clipping, however the 'floaty' turrets on PT boats and helicopters is particularly jarring, especially when fully animated version exist.
Props
-Enable 'snapping' for tunnel and cave systems to ease their use
-'End caps' for tunnels with snapping functionality. Currently there are many open tunnels that lead out of bounds and into a fatal fall, additionally there aren't many props that can 'cap' these off in a way that doesn't look out of place.
-Tunnel variants without built-in props (aside from ladders)
-EDEN Attribute categories for radios to have them emit music, static or radio chatter, as well as the ability to turn them on and off.
-EDEN Attribute categories for vehicles to enable radios for non-MACV vehicles
-Blank variants and EDEN attribute categories of 'Map (US)' and 'Map Stand (US)' for user-displayed images
-Proper surface collision for assets, namely tables, so that set dressing props like intel or radios don't fall through them during gameplay. This will also allow a Zeus to place objects on them in-game.
-A baseball bat, solely for use with Whiplash's "wrong house fool" static animation
Cam Lao Nam
-Remove superfluous clutter, like furniture, vehicles and garbage to improve performance in urban areas.
-Better labeling of tunnel locations
'3rd Party' Content/Prairie Fire Extras
-First Indochina War with French and Vietminh factions*
-Republic of Korea*
-ANZACS*
-Queen's Cobras*
-Chinese Forces*
-Cuban M-26-7 Guerillas/Fuerzas Armadas Revolucionarias*
-Spetsnaz in Indochina as a 'what-if?' mini-faction.*
-Package the lite survival elements, melee framework, gestures, and (configurable) ambient voices as a standalone mod for use outside of SOG😛F
- These could likely functions (mostly) re-textures, but are highly dependent on implementing additional vehicles/weapons in the base game to flesh them out properly
Cool but Unlikely
-Handcarts
-Oxen-drawn wagons
-Female civilians/VC
-Vietnamese voice implementation for standard callouts (PAVN/VC are currently silent when spotting enemies)
-Sound functionality for 'gestures' such as signal whistles
-Vietnam-era equivalents to the USS Liberty and USS Freedom for offshore naval batteries and carrier ops
-Retexture Templates as .psd files, with labeled parts and separate dirt layers. The GlobMob retexture templates were much appreciated, but their simplistic nature required a lot of trial and error to get lighting and shading to translate properly in game. Having .psd templates would greatly speed up the retexture process, and make texture modding a lot more accessible.