First off, like alot of what I've read. Some of what I've wrote is a few days old and so not in context to...alot realy hehe. Just putting some additional thoughts out there.
Here it goes.
Ins funfactor: They need more stuff to do. Lets give them the ability to build more.
Instead of foxholes, how about 2 broken cars placed parallell to eachother with a 1,5m between them? Giving good cover but not as good as a foxhole.
Instead of wires, how about some burning tires? Good deturrent against nme infantry but not towards vehicles. But then again, fire is hard to see through...rpg behind the (foxhole-)cars?
Instead of HMG-nest, I could imagine a small sandbagwall, open from all but one direction, with a heavy caliber topfed (ensured low ammocount) mg.
Give civi-kit a knife. This will make bluefor loners think twice before running carlessly after one. Tactic to be used would be to have one man holding gun at civi while an other makes the arrest. Civi with knife in hand is a legit target. So he has to be wize about how to use it. This will no doubt make civi a more fun class to play.
Also, like the idea of giving techys an ammocrate.
On maps with aerialassets; yes to a techy with an anti airgun. Maybe with one of those old with magazines;low ammocount (saw one at a museum once hehe). Needs to be rearmed often.
Yes to removing pickup-weapons from unknown caches.
Rallypoint tweak. They are no longer dropped, but built. An ammocrate needs to be present? Or RP they can be built anywhere but needs to be maintained to work. Having a good rally enables a squad to have their own private spawn. More chance of keeping it secret for advances and many times a good choise for mortarsquad.
Rally can be built anywhere (by a squad of at least 4?) but needs a present squad for it to work, i.e it will need to be shovled some for each spawn. This will prevent SL and one more from holding themselves disengaged and spamming rallys.
In my book a rallypoint is for gameplay reasons. You won the fight but have a man down. No fun in waiting for him, or for him to run a mile to catch up. Rallypoints make up for this.
The though behind this idea is that if you can maintain the rally the nme doesnt own you enough to not warrent a spawn. One nme inf close by will not effect rally.
This ruleset will prevent sniperteam from having a constant spawn on e.g muttrah mountains. They go down, they stay down.
This is the part where it will seem out of context :/
Checkpoints - gives bluefor intel (hold one for 10 minutes reveales a cache?) Checkpoint areas are at random locations and must be shoveled. Checkpoints are immediatley revealed to Ins when up. Will keep gameplay more fluent and fun.
Gamemode change: what if holding e.g 3 checkpoints for say 15 minutes expanded a dome of death throughout city,
simulating that an area was under bluefors control. Bluefor can then move up and nme area for possible cachespawn is decreased. Bluefor gets 3 new checkpoints to hold and so on. This will ensure a frontline on both sides and fighting getting more concentrated and fun.
The checkpoint thoughts are a little out of date but maybe someone can use them for better ideas.
Cheers