Now this may end up being a controversial one, and I can imagine a host of named people coming out of the woodworks arguing historical facts, engine limitation and Hollywood tactics to show me why my suggestion is baseless, but me being me, I will press on....
Suggestion is, to forget gameplay NOW, and look at what gameplay COULD be - and then, going out and making it so...
FH2, in my opinion, more so than many other shooters has the ability to give players the sense and feel of WW2 - Not the stupid realism that wont fit in the game's scope or will kill fun, but the WW2 feel that can be brought about by allowing players to use the weapons and vehicles of war in the fashion they were inteded, with game mechanics that allow the player be immersed into a believable WW2 experience, without the need for actual scales
How?
A number of factors:
1/ There are things that can be done to make formations move in the WW2 fasion, in cover, but in larger groups, sometimes requires bold tactics like bayonet charges, moving behind armor, suppress-flank tactics and the ww2 equivalent of blow-torch and corkscrew i.e. call in the arty or air-support and move in with infantry....
2/ There is a way to make teamplay, not just about moving together to take an objective, but enjoying the gameplay on account of team tactics and outdoing the enemy's equivalent
3/ There is a way of making each army need to employ varying stategies on account of varying equipment, vehicles and history...
4/ There is a way of having feedback from the environment that makes the player feel what would have been felt in each environment and under combat conditions - Adrenaline, fear, the need to stay alive, the need to work together, the need to retreat....
Now I know I haven't said anything concrete (a far-cry from my nature), but that's the point. I want the community, and the devs to look at these things and see the game holistically to see how they can be achieved. Like I said earlier, it involves making players use believable weapons and vehicles and with game mechanics and restrictions that allow them to use the tactics employed in WWII....
I have already, and others have already, mentioned so many ideas in these forums that can aid this - And some already exist ingame... Its for you all to think of how these can be combined to create a winning game architecture
I dunno about you, but Forgotten Hope 2 can be ALOT more - Rather than compete with PR and the like for mod recognition, I think we can go alot further...
I few final notes on some architectures that don't quite work as they exist now, but could....
1/ Commander position and assets
2/ Ammo boxes and airdrops
3/ The role of aircrafts in the whole scheme of things
4/ Position capture
5/ Static mgs and AT guns
6/ knifes and bayonets
7/ The commo-rose
8/ Smoke
9/ Calling in artillery and the aiming system
10/ Entrenchments
11/ Rifles versus SMGs versus MGs.
12/ Snipers
13/ Deployable weapons
And again, forget the way FH2 exists now, if you can be flexible enough to and think WWII and how these and other game mechanics can - or should - come in to play....
I believe FH2 can, and should, play VERY, VERY differently.