actually, I think it's more a problem with moving flame that was a problem, as well as the frame-rate eating problem of having 100 blobs of moving AOE damage going through the air with frame-rate eating details on top. I think that a single non-moving AOE damage could easily work with a system like the painfields, but with faster damage ticks and maybe lower damage. We already have fire in the game on vehicles, so I don't think it should be that much of a problem if the fire isn't some kind of supa-dupa graphical thing. I think that smoke could be updated as follows: Smoke cannot be de-activated in the .ini files, or something crucial is connected to that part of the files so all your IFF tags for instance dissappear as well giving you a huge disadvantage. As you mention, Smoke needs to be equally vision-obscuring no matter what setting you have it on. If necessary it just creates a large black bubble and sets your max vision range to 2m or something. Smoke now has an AOE bubble. Anyone inside the bubble is unspottable and loses any spot they had on them. They are still visible on motion spotters and sensor darts. However, anyone inside smoke AOE will also not be able to spot enemies themselves If possible, spots that move through the AOE bubble will also fail. Make smoke on vehicles create a much larger area. Currently it's barely useful for anything, with this change you could shroud your friends or try to much up enemy aim when fleeing or approaching them.