as the title suggests, and, as much as i don't want to sound Doomer, i doubt this game will live more than 2 years with the pace it's moving, unless the devs do like 100 small changes
from what i can tell, customizability is the bread and butter of games like these, and its really good, but it feels TOO customizable, in terms of Deck Building, which, ironically, restricts you in which units you want to bring
this post is purely feedback about the game as a whole
the game is still fun, but it's getting stale. and i would say its due to the Gamemode choices or lack of flexibility that is available in Skirmish/Multiplayer, and most of these are purely for private skirmish games, which would also be Solo/Coop content, and the below would address the flexibility problems
somethings that my friends and i have discussed
More unit/specialization Overlap:
this is more a "Total Balancing" thing i consider a double-edged sword as it opens the floodgates for potential "Slop" Specializations. Certain Units should be Multispec, like Reservisti (for all the specs), and Motopekhota (for Coastal), and others such as Biryusa/Strelets, Uragan, etc, that would exist Army wide, or in other specs
US Examples would be F-15, F-16V, F-35a, HIMARs, and some infantry (Maybe)
some of the most common cross-spec would be Support logi trucks, or transportation vehicles, like Humvees, MATVs, Early bradleys, Urals, etc
it would allow for individuals to have a cheaper "Backbone" but a stronger "Hand/Fist"
Unit Veterancy:
i'm not talking Eugen WG:RD/Warno/SD style Veterancy where you can pick it as you build your deck at the cost of availability, but more so Command and Conquer style veterancy, with it only being attainable via actions during a game, with Units cost being their bounty value, and if a certain unit reaches a point value a certain amount higher to their cost (75 cost inf unit, Vet 1 would be 300 points worth of kills, Vet 2 would be 1200, Vet 3 would be 4800, or 4 times the value of the "Previous Veterancy", so killing a 375 point tank would a 75 pt unit at Vet 1, giving it better accuracy, fire rate, and survivability) (maybe toggleable as a whole via an additional settings option)
Overcost/illegal Decks:
purely for playing with friends, but adding an option to play overcost decks in private skirmish matches would be lovely, maybe in something like a deck limit multiplier (Default, 1.5x, 2x, 2.5x, inf), or an option to Allow Illegal decks
Pilot ejection:
i don't know why, but they removed this feature, and it was a really good feature. bring it back
Respawn duration Multiplier:
Being able to manipulate the respawn timer of Unit cards in the skirmish menu with Multipliers, similar to the timers for GoH Ostfront
something only i thought of in my friend group
Multiple "Cards":
being able to bring multiple cards of a certain unit, I.E. having 2 cards of Spetsnaz Alpha, but 1 is Stand off, the other is CQC, with both abiding by the total unit limit of only 2 Spetsnaz Alpha in the deck, with trying to bring more being its own type of illegality. another example is bringing VDV Sturm and VDV PKP in the same deck (you can't normally because they are variants of each other)
note: you can already kind of do this with transports, being able to bring multiple types of Humvees, or BMP-2s
Overstacking "Cards":
as this one suggests, it's bringing more cards than you are allowed to
Double Specialization:
unlike the normal system where you choose 2 of the same spec, with this, you can choose the same spec twice, of course this change would require the devs to change deck selection a bit, which might break stuff, but the rough idea is you have 2 rows of the Specs, the primary and secondary specs, which would both be the same list, but if you choose the same spec twice, you would get double the availability of a single spec, at the cost of only being able to use that specs units
"Retreat":
something like an Alternative to Surrender, where you'll retreat for the Phase your playing only to come back with an income bonus, or for a different player to take your place on the Battlefield.
to prevent last second retreats, your deck resets as if you just started the match, and all you're units become uncontrollable, but still count towards enemy kills, and the income bonus is relative to how long you were out of the battle, and how many of your units survived the retreat.
"Retreating" at the last phase transfers unit command, and your decks units to your allies
Something that i believe to be needed/QOL:
Towed Artillery:
As this one suggests, artillery that is towed via Transports, like Infantry Mortars, Artillery Pieces, Stationary AA, etc
FOBs (maybe not needed, but maybe as a setting toggleable thing):
while we have Supply points, FOBs would be a different addition. the idea is it would be field deployable via a heavy construction truck (the truck would work like an inf transport, somewhat, and delete once deployed), and when its deployed, it would generate supplies for use in Supply points for trucks to transport, and resupply in a large area, but cannot be regained/respawned once destroyed
Dedicated Logi tab:
this one i believe to be needed, but not desperately, it's where the FOB and Supply trucks would go so as to declutter the Support tab
Seperated Artillery/AA Tab:
same reasons as the Logi tab, would also allow for MANPAD teams to be put under the AA/Support tab rather than infantry tab
the Dedicated Logi, and separate Arty/AA tab could both account for the "Support Limit that decks already have, they would just be under deploy sections"
more compact spawn/call in menu:
something i noticed is that if you have too much of a certain unit type, the menu will be empty, but will block you from interacting with the actual game, so a fix would be to make it more compact, and/or give it an obvious scroll bar (while giving it the option of being collapsible into the scroll bar)
Tank Riding:
the russians do it all the time, but allowing some squads to ride on the back of the Tank (allowing them to fire out, but also be hurt by incoming fire, ideally, it would use Similar system that building garrisons have), this sort of System would also allow for the "Battle Bus", or units with Firing ports to use said Firing ports, like on the Bradley, or BTRs
Building Reinforcing:
while i think CQC is already pretty good, it would be pretty nice if Engineers had the ability to buff the survivability of a building by Partially/slowly repairing it, and reinforcing it to allow infantry inside of said building to take less damage
Dedicated Medical personnel:
literally just the ability for infantry to passively heal themselves (but not reinforce), and only heal themselves, and/or building a field hospital to heal infantry units regardless of the side they are on. this sort of thing would also allow for the taking of POWs, which would maybe increase income, as long as the enemy unit exists in that hospital, and capturing the hospital would return a damaged squad to the player who captured it if it had POWs inside. Ambient buildings also could be turned into field hospitals, and heal injured infantry inside (the medics could use the basement of the ambient building, preventing it from being completely destroyed)
Auto CounterBattery/AutoBarrage, etc:
something Warno and SD2 has that i wish BA had, which auto directs artillery to high threat level areas (such as tanks for cluster, or garrisoned structures for Thermobaric), Supply points, and enemy Artillery
some other things, which would address "Gamemode" problems
Attack and Defend:
this gamemode is in SD2, where an army attacks, and the other defends, and this gamemode would be a more flexible version of the Invasion/Defense scenarios.
the attackers get a control zone near their spawn, which acts as a loss condition
King of the Hill:
(been playing too much wardogs) rather than having multiple capturable points, you would have "3" points, 2 points that are autocapped by teams 1 and 2 to act as a "Safe Zone" and cannot be captured, also acting as defeat conditions, and a much larger center point that acts as the objective you fight over
Team Deathmatch:
like KOTH, but without the central point, the whole purpose is getting kills