Right now the PvE side of crossout is just required boredom, I get PvP is the main focus but raids need an overhaul. My suggestion have two seasons Dedicated to it, the first season would be focused on the primary factions, and completely overhauled raid mechanics. The second season the secondary factions with an addtion of new ravager and syndicate raiders.
Gameplay overhaul.
This starts with larger maps, that have more branches on them, similar to adventure in away. See games like 40k darktide and world war Z for map flow (not gameplay.) Each map having set areas and high and low points.
Right now the maps are constant streams of weak enemies or painful enemies with no real ups or downs just pulses or nothing or almost nothing. With turrets in the way.
With the maps being expaned objectives could have random locations that they can happen or paths. with this added comes the gameplay changes.
The first of which is random support items, be it an allied vehicle broken down in the dirt, a Turret kit that allows you to deploy a set of 4 corbra turrets anywhere, or even AA systems (Heather turrets) you can turn on to deal with enemy gunships. the map can spawn hazards an allies.
On hazards, they wouldn’t be limited to just mines and turrets, but some times a map may have natural hazards like thunderous weather that strikes a random unit on the map every once and while, a neutral faction that attacks both you and the faction you are fighting (ravagers), or even weapon Radar jammers and weapon jammers which you have to hunt down and disable. (similar to generators.)
AI controller and smart spawns.
An AI controller, like most hoard or mission shooters should be added, this would add randomness to the missions outside of which turrets spawn or how many bruisers spawn.
For example on one mission you may be fighting lunatics who send wave after wave of explosive builds towards you, rarely sending bruisers, while another it might be hunter killer packs and even helis that are sent in. randomness in the enemies and when/where they spawn is key to a good PvE game. knowing exactly where enemies spawn every time leads to boredom and just grinding it to get it over.
Along with this new “mercenary” units can be called in these would spawn about half way through most missions, and would be other player builds. similar to levi players would build these with a slot, though they can not play them. these are a standard build and can accept any heli or ground unit plan.
Mercenary units are always of the same tier as the players and come in packs of 2 or 3 depending on if they are air or land (2 for air, 3 for land.) this would also add to the elements of surprise. Unlike your levi your merc doesn’t get points for damage instead gaining a set amount of copper and scrap per mission it is in (10 scrap 5 copper) with every 100 missions granting you one uranium. (so none CW players have a chance to get it.)
following this would come the faction changes.
UNIT CHANGES
Each faction would have the a combination build types, from the list bellow. Different factions function in different ways. combining their vehicles and the randomness of the maps improves the game play in many ways.
BASIC UNITS (Red)
fodder is your common builds, they rarely go over 2k PS in strength and generally are limited to 1 or 2 weapons depending on difficulty
Bruiser these are higher HP fodder generally armed with some heavy hitting weapon but still don’t have much HP. easily destroyed.
Fighter these guys are always armed with a mix of weapons, machine guns and melee. Their job is to get up close and personal, they have less HP but more damage.
BOMBER These vehicles are easy to tell do to their glowing red lights and exposed fuel tanks. When they are on the field they will try to ram with one off explosives/melee weapons and detonate kill them before they get close.
Commando: these specialized units aim for the weapons, not all factions use them but the ones that do will use them well.
RARE UNITS (purple)
Support artillery, fuze drone deployers, trombone users, even special units with a cloak and doppler, these guys buff nearby allies, all of them have a unique 4 energy module that increases damage of allies in 100m of them.
APC these guys have a single MG or autocannon, and deploy drones. unlike other builds they move into the map and are stationary, sending their drones at you in waves. generally will move only when players get to far for their drones to attack. (Always drops ammo packs.)
TANK: these never have less then 2k HP, are always armed with high DPH weapons and have explosive weak points watch out. they will try to stay between fodder and you if the faction has fodder units.
Sniper: rarely seen, these units are always cloak equipped, These guys spawn cloaked, and will only tell you where they are when you see a red laser, they are armed with medians or rail guns depending on faction. After they fire their shot they will be uncloaked for 20 seconds then recloak.
Trailer: can spawn being carried by APC or Support builds, will be dropped shortly after said build spawns, trailers generally are filled with genesis modules, have either MGS or trombone guns, and deploy repair drones that rush over to repair other allies and give the ma shield that lasts for a time.
GUNSHIP: only spawns on hard, these copters are armed with dumb rockets or missiles and a forward MG or auto cannon. the combo is generally dumb rockets and MG, or Autocannon and missiles. don’t worry when they spawn there is always some sort of AA nearby you can activate.
RARE UNITS(gold)
Rare units are rare, generally seen at the end of matches and as mid bosses these are all LEVIS but they come in different types.
Commander: Commanders tend to be semi-truck type builds that always spawn with a group of Commando builds. Commander builds focus on deploying drones, air or ground. and spawning allies. with the most common ones being semi’s with a unique rear module that spawns Their factions commando builds, one every 30 seconds so destroy the trailer quick.
COMBAT LEVI: the current final bosses, these guys are just large vehicles with a lot of weapons. traits depend on faction.
TRANSPORT COPTER: you don’t fight these directly, and they are not really a boss, just a hostile seen some times that drops in units via Tow cables. Though rumor is if you shoot one down before it leaves you get a good reward (bonus resources reduced enemy rare units). they also always drop ammo where ever they drop hostiles.
Destoryer: unique to the advanced factions, these builds are designed to focus and kill, example the steppens one has 2 reapers and an avalanche with the avalanche being loaded with airburst shells. These things always have weapons with unique features, like the Firestarters one having a a swarm rocket launcher made out of a heather that constantly fires low damage rockets, or the Dawns having the ability to teleport short distances. WATCH OUT.
With the gameplay overhaul would come a main focus on new parts for the players. with the levels of the battlepass focusing on new parts for the factions it is aimed for. these are all just structure and cosmetic parts but with a twist.
At the end of each section of the battle pass is a “crafting unlock” which allows you to permanently unlock crafting for any weapon/cab/movement/module item that was a temp unlock with season or event. AT the end of each section you gain 2 of these.
Don’t worry this will not be the only way to get them, the other way is to buy them for 1k engineer badges similar to season parts.
CRAFTING UNLOCKER
info: this token allows the user to gain the schematics of any lost tech from seasons past. Allowing one to craft them as they see fit. Though one must know the faction of which the tech belongs (must be at least level 1 with it, except for season factions.)
Player can choose any plan from a large list of items that can’t be crafted. including things like the Emily, carapace, and other pack only items. With each pack they will have their weapons added to the list 1 month after the pack comes out (similar to their unique parts)
yes it can be traded.
A bonus to the unlocker is a mid season thing where you can use it to unlock ravager parts, like the unique cabs and engines they had in red light greenlight. as well as new functional eye items which are an eye with a module bellow it.
these unlockers would be much better then the one off craft tokens we got earlier, instead allowing a person to unlock a craft forever.