Some random thoughts:
-Player activated explosives. If I'm downed, I should be able to detonate any/all explosives I'm carrying on me. That added dynamic would make extractions more high stakes. And when I say detonate, I'm talking an explosion that covers the entire room(say the size of the extraction elevator). Down a player, risk getting blown to kingdom come.
-Embark needs to start talking more. Start engaging the community.
-There's no incentive to use any of your "good loot" and it seems people are just dropping it in the vault and forgetting about it because they don't want to risk "losing it" by getting
killed. That's a huge issue IMO for Embark. I wouldn't be surprised to see Embark try some type of decay mechanic on loot if it's not used.
-The game will die very quickly IMO if there's not more story content and missions besides going out and looting junk, wash, rinse and repeat. Trust me, players will start complaining about
this very quickly once the "honeymoon" and all the cool "viral clips" subside.
-A huge portion of the player base who prefer PVE will end up leaving if in-roads aren't made to capture those players instead of telling them to pound sand if they don't like the PVP. That's simply
not good business.
-The atmosphere and world building is *SOLID" and it's what got my initial interest. The music and 80s inspired synth soundtrack is ace.
-Unreal Engine 5 is putting in the work here with Embark obviously having a very good handle on the engine's systems along with their own modifications they're using(apparently a different type of LUMEN
lighting or something like that).
In closing, Embark has a solid foundation for what *could be* an incredible I.P. Now they have to execute.