So based on what I've seen I have a few things I want to mention.
First, the Dust 514 style system of gear. It looks like there's a tier system for weapons, gear and vehicles (different from MAG's old system of T1, T2, T3, T4 which wasn't very important). I'll be honest, the MAG community will rip you a new one for that. The MAG players who did play Dust likely remember proto-stomping. It drives players away when they're getting flattened by guys who spend a ton of time or money getting jacked gear. Buying power will hurt the game immensely and even if you can't buy power with real money even the idea of it can cause a lot of damage to a game's reputation. The system of gear being consumable also worked in Dust because of the ties to EVE and the general understanding that anything used in EVE could easily be destroyed, that idea is also very niche and doesn't appeal to a ton of people. Trying to transfer that idea outside the EVE sphere of influence runs a fairly high risk of driving players away. It also runs the risk of making one of MAG's biggest issues even worse, faction imbalance. I saw a lot of people play SVER because they had higher damage weapons than anyone else. Making gear better as it increases in quality will only increase that gap. It also goes against what a lot of the MAG vets in the PS4 community talk about, relying on skill alone. A lot of the guys there remember how you had to be good to win.
My solution for this is to keep the old weapon system for MAG. To deal with imbalance make it so when a player hits max rank and vets out of a faction all weapons from the faction become available again but at a price increase (ex. A SVER player vets and starts over with Valor, a T1 Valor LMG costs 10,000 mercenary bucks and the SVER one costs 12,500 because it's an off faction weapon). This way no faction has a permanent advantage over others and players will eventually spread out to whatever faction they like based on visual aesthetics instead of power.
If the concern is monetization then I'd say do like Modern Warfare. Sell character skins and weapon blueprints. The skins can be faction bound and need to be armor bound to help with threat identification (a cosmetic trench coat can be labeled heavy armor but then that coat has to only be heavy armor so players understand and aren't deceived into thinking someone is stronger or weaker than they really are). Weapon blueprints would allow players to use weapons with attachments without unlocking them yet and could be cross faction (A Valor AR blueprint can be used if playing Raven even if the user hasn't vet from Valor to unlock the weapons yet). To prevent players from ever vetting a faction it could also be that the blueprint weapon can have attachments removed but can't have new attachments unlocked until the base weapon is unlocked. Making blueprints available regardless of vet status also gives users a feeling of value to the blueprints since they then don't have to vet right now to make use of the purchase.
Second, vehicles. Seeing MBTs and fighter jets is cool. My concern comes from how they're implemented. APCs are mobile spawn points and too many vehicles may render them worthless due to how easily they get destroyed. If APCs are rendered useless then groups will just stop using them and running from spawn to locations slows down the game and will result in people getting bored.
A solution is twofold. First, tanks and air vehicles become command call-ins. This keeps them from becoming too frequent and messing with the APCs and through that a core element of MAG. The second part is a rework of the command system. In MAG everything was on a cooldown and that was abused by some groups to use large artillery strikes to continually saturate some areas to a point where the enjoyment of the game was actively hurt. Instead abilities should have a point value, points being earned through squad/platoon/company performance and FRAGO points. This keeps players on objective and rewards groups for doing objectives by giving them more support.
A command rework would also give that role more depth. More passive skills to assist nearby troops, different call-ins to unlock like scout helicopters (think a littlebird), attack choppers (Hind/Apache), transport (Hind/Chinook), MBTs, light tanks, VTOLs, white phosphorus strikes, single mortar strikes (definitely a squad leader level call in), supply crates dropped for troops to get ammo (opposing team can blow them up for points), and more.
Overall the design of the game should be MAG then have the existing mechanics expanded. Changing things too radically makes the game seem more like a different game wearing MAG's skin to draw in users and that won't go well.
There are a lot more things I have to suggest, I just want to bring these issues up first.
First, the Dust 514 style system of gear. It looks like there's a tier system for weapons, gear and vehicles (different from MAG's old system of T1, T2, T3, T4 which wasn't very important). I'll be honest, the MAG community will rip you a new one for that. The MAG players who did play Dust likely remember proto-stomping. It drives players away when they're getting flattened by guys who spend a ton of time or money getting jacked gear. Buying power will hurt the game immensely and even if you can't buy power with real money even the idea of it can cause a lot of damage to a game's reputation. The system of gear being consumable also worked in Dust because of the ties to EVE and the general understanding that anything used in EVE could easily be destroyed, that idea is also very niche and doesn't appeal to a ton of people. Trying to transfer that idea outside the EVE sphere of influence runs a fairly high risk of driving players away. It also runs the risk of making one of MAG's biggest issues even worse, faction imbalance. I saw a lot of people play SVER because they had higher damage weapons than anyone else. Making gear better as it increases in quality will only increase that gap. It also goes against what a lot of the MAG vets in the PS4 community talk about, relying on skill alone. A lot of the guys there remember how you had to be good to win.
My solution for this is to keep the old weapon system for MAG. To deal with imbalance make it so when a player hits max rank and vets out of a faction all weapons from the faction become available again but at a price increase (ex. A SVER player vets and starts over with Valor, a T1 Valor LMG costs 10,000 mercenary bucks and the SVER one costs 12,500 because it's an off faction weapon). This way no faction has a permanent advantage over others and players will eventually spread out to whatever faction they like based on visual aesthetics instead of power.
If the concern is monetization then I'd say do like Modern Warfare. Sell character skins and weapon blueprints. The skins can be faction bound and need to be armor bound to help with threat identification (a cosmetic trench coat can be labeled heavy armor but then that coat has to only be heavy armor so players understand and aren't deceived into thinking someone is stronger or weaker than they really are). Weapon blueprints would allow players to use weapons with attachments without unlocking them yet and could be cross faction (A Valor AR blueprint can be used if playing Raven even if the user hasn't vet from Valor to unlock the weapons yet). To prevent players from ever vetting a faction it could also be that the blueprint weapon can have attachments removed but can't have new attachments unlocked until the base weapon is unlocked. Making blueprints available regardless of vet status also gives users a feeling of value to the blueprints since they then don't have to vet right now to make use of the purchase.
Second, vehicles. Seeing MBTs and fighter jets is cool. My concern comes from how they're implemented. APCs are mobile spawn points and too many vehicles may render them worthless due to how easily they get destroyed. If APCs are rendered useless then groups will just stop using them and running from spawn to locations slows down the game and will result in people getting bored.
A solution is twofold. First, tanks and air vehicles become command call-ins. This keeps them from becoming too frequent and messing with the APCs and through that a core element of MAG. The second part is a rework of the command system. In MAG everything was on a cooldown and that was abused by some groups to use large artillery strikes to continually saturate some areas to a point where the enjoyment of the game was actively hurt. Instead abilities should have a point value, points being earned through squad/platoon/company performance and FRAGO points. This keeps players on objective and rewards groups for doing objectives by giving them more support.
A command rework would also give that role more depth. More passive skills to assist nearby troops, different call-ins to unlock like scout helicopters (think a littlebird), attack choppers (Hind/Apache), transport (Hind/Chinook), MBTs, light tanks, VTOLs, white phosphorus strikes, single mortar strikes (definitely a squad leader level call in), supply crates dropped for troops to get ammo (opposing team can blow them up for points), and more.
Overall the design of the game should be MAG then have the existing mechanics expanded. Changing things too radically makes the game seem more like a different game wearing MAG's skin to draw in users and that won't go well.
There are a lot more things I have to suggest, I just want to bring these issues up first.