http://www.bungie.net/Forums/posts.aspx?postID=35882609&v iewreplies=true&postRepeater1-p=167
I can't read all of the posts so, sry if posted before.
My suggestion:
Have the different armors actually DO something.
My ideas, although are subject to change if I wake up better:
EVA (extra-vehicular activity)armor lets the player jump out of the ship towards the other for a mock boarding action. same for Ranger.
Operator lets the player have a mild highlight of enemy players when using binoculars (not scopes). Officer would have same effect, but with added waypoint because of limited-ness.
EOD (explosive ordinance disposal)replaces frag grenades with AT mines, small explosion so not to kill ppl unless by accident, but strong enough to severly damage a wraith/scorpian.
ODST allows for longer or faster sprint, but weaker shields. Also gains access to SMG varients.
Air Assault gains higher jetpack altitde, but weaker armor. Shields are same. Ranger also gains this.
Grenadier carries more frags and plasmas, but moves slower.
HAZOP (HAZard OPerations)allows for better shields and armor, but reduced visibility.
Pilot would allow for better air vehicle control, but worse for land vehicles.
GUNGIR reduces bloom on all weapons, but does not eliminate it. but, again, reduced FOV
Scout gains a larger radar jammer effect from AC. Spec-ops also gains this.
Recon gains better zoom for all, even binoculars.
Mark V gains better shields, but changes hud back to H1 style. (could mess with newer players)
Mark VI gains Mark V shields without HUD change
Commando would help with either listening in on enemy comms or having a "lead crosshair" (like elites have when holding a PRe, PRi, PP, Needler etc).
CQC (Close-Quater Combat)increases melee speed. While CQB (close-quater battle) reduces melee damage to armor.
JFO (i'm just going to say it's called Joint Force Operator) would slightly speed up the drop time for weapons/vehicles or decrease the cost for them, but would slightly damage the vehicles (just one piece falls off) and the weapon would have one less magazine available (so not 12 rounds for the sniper rifle [one in, two spare] but 8 [one in, one spare])
Military Police gain dual wielding, but only with Magnums, PRi, and PP. and the latter two would have bloom applied, and the magnums would lose the scope while dual'd.
Zealots would gain an even bigger speed to movement and melee, but losing vehicular capability.
Ultras would gain a better "lead crossahir" that expands to all weapons, not just PRe, PRi, PP etc
Spec-ops also lose some of the AC movement penalty. but it would still be there.
Elite shields get stronger based on rank, but are only allowed to have a limited number of each. (only one General [or whateve the last rank is], with minor being the most common)
Most of the effects would probably only be turned on if you have all neccesary pieces. Like ODST chest, shoulders and helmet. Or GUNGIR Helmet, shoulders and knees.
TACPAD could be used with commando to help find enemy comm sources. Like a minimap but only for people who are talking with 30m in front.
Bracers would be part of the CQB/C sets.
Hard Case would be part of Grenadier
Sniper shoulders (Jun's) and Tactical/Patrol would be part of sniper set
Security would be part of MP set.
GPS wrist set would be part of scout
Collar/Breacher would be part of CQB/C
Collar/Grenadier would, obviously be part of the grenadier set, but would work with the grenade launcher as well.
Can't think of anything else, mostly because I can't remember what everything is.
[Edited on 11.08.2010 9:09 AM PST]