I think PS2 is a great game. It's a shooter in a league of it's own, since no other shooter on the market has the potential for the scale of combat we have here. But I think PS2 has potential that it isn't capitalizing on to immerse it's players in a real battlefield, instead of a game with "zergs" and nanitemagic. So here's my crackpot suggestions. Enjoy! Remove The Spawns: This may seem crazy, but hear me out. PS2 has these great troop transport vehicles, and the scale for them to be applied in their intended roles. They are never used as such since players ability to spawn anywhere makes them redundant. With the spawns removed from everywhere except the warp gate, an efficient transport system would be essential for map control. This would also push the combined arms of the game, as ESFs would fill the role of harassing and defending galaxies, and trying to prevent aerial troop deployment, instead of their current grey-zone role. Armor would need to make columns, since boundaries would be less defined by bases, so instead of safety being had hiding behind the infantry zerg, it would be in a group of armor. This would put value into setting up an ambush on a road leading to a base to buy your team some time to capture it. Sunderers would become APCs, and perhaps buff their armor a touch to compensate for lacking a deploy ability, but enabling them to get foot-soldiers into hot zones. Harassers and atvs as scouts, to guard the columns flanks and harass (heh) the enemy, and liberators in the obvious role of disrupting armor movement. It would also push people into teamwork, and being tactical, since the punishment for death would be a short commute, instead of being dumped right back into the fight. People would also be able to better fill their favorite roles, as they would all play an important factor in combat. Transporters could have all the intense hot drop action they want, vehicles would have massive high stakes battles when columns inevitably collide, and infantry would have pulse pounding action as they try to hold on just long enough for the next drop ship to come in, delivering reinforcements or whisking them out at the last moment. The metrics of the game would change a bit, since defense would be initiated by the attacker, who would move into the base and try to hold it as the owners rushed in to retake it. Some game mechanics would need some reworking obviously. And being tactical may not appeal to some, so this game-type could be better suited in select "hardcore" servers. Class Specialization: Here's another one, hope you don't mind the novel. Classes aren't so much classes as they are kits. They don't really feel specialized to roles. Sure, the engineer has a nanitewelderthing, and can put down mines, but any stormtrooper could do that. Heavy? Give him a big gun. Light assault? Take away his big gun. Let him jump up there instead of taking the stairs. Classes should have things that REALLY separate their play styles. Let engineers make walls and tank traps, repair shields, fortify, deploy sensors, upgrade turrets, be engineers. Light assault should be able to hang on to stuff, like . . . Galaxys! We all want it after seeing *that video. Get on walls, stick to vehicles so they can really stir up some trouble. Give them swords! Heavy assault? More armor, people who play heavy want to be HEAVY! Then give them more armor. Slow them down a bit. They should be sluggers. Classes should really feel different when you play them. It shouldn't feel like you just swapping your weapons out. So you made it this far. Agree? Disagree? Discuss.