I'm sure we've said it all before, but...
The issue for me with a lot of features like that is that it often (not always) takes an individuals control out of the hands of players.
Not everybody hears the same not everybody sees the same, not everybody is able to recognize friendlies the same, and variation in abilities in a game based on actual individual skill makes things interesting for me.
Like how a blind person gets better at hearing and feeling, a player missing some of the cues present in real life will utilize the cues that he got to get an understanding of his surrounding and adapt.
One of the things I've loved of RO, is the ability to truly have things into your own hand. Bullets don't just randomly fly somewhere when hip shooting if you practise you can know where to aim to hit. And when sighted in the end you will know where a bullet will impact the moment you fired it.
Some features in the past that were there to aid awareness/teamwork seen in real life left a sour taste in my mouth. Like the icons on the map flashing when an enemy is capping something or showing that there are enemies in the cap zone. Those notifications took away the actual need for real teamwork or personal awareness about finding out about enemy presence. And often those system report that an enemy is capping something or in the cap zone without anyone actually knowing it yet.
It goes as far as to the point that people start depending nearly solely on the automatic input based on enemy activity, and pretty much stops communicating or watching out for things themselves. And that is one of my fears.
Systems are never perfect, in some cases it might detect someone that should have remained undetected (like in games often the case when someone is behind vegetation, or well blended in the background).
And that is my general fear with systems that aim to aid players with giving them additional senses, or encouraging players what to do. It encourages players to play according to a system. And once people know the system they will exploit it.
Another example would be the point system. It is utilized to encourage teamwork. But in maps people care so much about capping that they completely don't bother to defend something after it has been captured and just push straight on to the next zone. Resulting that in public games maps with multiple cap zones end with players running around in circles while capping (Koitos syndrome). And people going as far as trying to resupply me as MG with groups of 5 players covering dangerous grounds while I'm already filled up.
Points are used as a tie brake as well, meaning it says that a team that captures a point with 1 man while the rest defends the entrance and surroundings from tactical key points, is worse than an entire team that bunches up at a single square room of the cap zone.
I want everything to be as easy as possible and as easy as in real life just like everybody else, but I want the game to remain to be about teamwork, tactics, cooperation, individual awareness and communication. Systems intended to make things easier or make teamwork better can actually make things harder under circumstances.
Systems helping team work can actually do the opposite when you get a fully coordinated team together (like with clan matches, realism unit games or iron crescendo tournaments). Like for instance Koitos in competitive matches is a pretty popular map due to the tactical freedom of having 4 cap zones open at the same time. While its unplayable in public.
Like if you empty a pistol in KF you automatically reload, which is nice and easier as people do not have to find the reload button any more. However if you'd want to change the weapon when its empty with a different full weapon you are out of luck because you automatically gave the reload command, and will need to wait for the weapon to reload first.
Or walking over a pistol in KF will automatically pick it up, but single pistols handle differently from dual pistols. Making it that if you want only a single pistol that you picked up something automatically you didn't want to pick up. Similar things happens in RO where you often automatically loose your primary weapon when trying to pick up some grenades.
Things are always a trade off, for everything that is good there is a negative side effect as well. And for different people and communities the optimal balance lies at different locations.
----------
All in all I don't know how everything will pack out. I just hope that twi considers possible negative effects and the different tastes among the communities. Anyway keep up the good work