While I haven't formally announced my mod yet, I did outline our idea's in a thread a few months back, please bare in mind until formally announced, these plans are subject to change.
The mod is under the working title of Modern Combat Operations - the time period will cover the end of the Cold War to 2020. Operations will be non and fictional alike, each grounded in historical accuracy and plausibility. The plan's are to have different modules covering different conflicts and theatres - the initial "Core" will almost be exclusively about Herrick and Telic (Enduring Freedom and Iraqi Freedom to our friends across the pond) with perspectives from British, US.
The first release will feature an realistic Opfor (Taliban, Al-queda and general Iraqi insurgents), latter releases will introduce Canadian and ADF forces and an expansion of Opfor to include a wider variety of insurgents, as well a fictional Middle Eastern regular army based on a composite of Iran, Syria and Jordan.
The purpose of the initial releases is to hammer out the bugs, features and details (They will be an private alpha prior to these releases). The main concern is expanding beyond RO2's theatre, for example introducing modern weapon systems like drones & remote controlled, IR lasers, night vision, thermals, pilotable helicopters (there's no current plan for jet's out side of commander called airs strikes, though this could change) etc.
The second task is balancing irregular forces and introducing elements to properly represent the difficulty of fighting irregular's - the idea at the moment is have random Ai bots play the role of civilians and for Nato forces to lose reinforcements or points from the pool for collateral deaths. This would be tied to a dynamic respawn system (would be upto the discretion of the map maker and mode played) where irregular forces would spawn within the first capture location from random "caches and hidden locations" enabling them to setup ambushes and plant IED's with the added feature of placing there weapon in cache so if engaged prior to drawing a weapon, the Bluefor player runs the risk of losing points. These caches would be destroyable.
There is a design to extend morale but that'll be put on a backburner until we've played the game and fully understand how it works. Body armour too is an area that will need investigating - I want to create a chance system based upon calibre and distance (and location of hit) that would stun or knock a player off his feet, current thinking is applying the same properties of helmets to area's of the body, but again something that needs looking at after release. Only after then once these issues are resolved will the mod be expanded to other theatres and conflicts.
The team making it are made up of history students, games artists and programmers (students and graduates) and will be actively looking for people to get involved. Hope that give's people a thorough understanding