TL : DR A Massive melding overhaul to make retaking areas more challenging, and offer up different styles of play. As it stands, walking into the Melding kills you instantly. While I can understand this in deep areas such as the melding bubbles on the other side of the tornado portals, or the arcfolders, it doesn't really lend itself well to open world gameplay. Sure, it certainly works, but instant death unless you stay in the safe zones isn't all that appealing. The Overhaul: Melding doesn't kill you instantly anymore, instead causing slow, but steady damage to everyone inside the melding, with a bonus against structures. Health and ammo drops are reduced to 10% of their current drop rate. The only calldowns that work are a "Temporary Melding Repulsor Station" on a long cooldown, and the Scanhammer. All enemies inside the melding are scaled up to stage 5 levels. Resurrection time is 20 seconds before forced respawn outsie of the melding, down from 120 seconds. Attempting to spawn a health/ammo station while inside the meld will blow it up before it completes. New additional calldown "Melding Thumper". An additional, new wall of melding death is created, much harder, called the "Deep Melding (Term already in game)" This allows players to go inside, and just as importantly, fight inside the melding, but puts them in danger. This allows the devs to put missions inside the melding, while making the content MUCH harder to clear. Between the lack of health/ammo drops, and the constant damage, going into the melding will very likely kill you, normally very quickly. The Temporary melding repulsor creates a bubble, complete with melding fog around the edges so you cannot see out. This puts you in still more danger, but gives you access to your calldowns, such as the new Melding thumper (Which doesn't explode when put in the melding, and is balanced around thumping inside the Meld.) or health/ammo packs. Allowing players to go inside the meld allows areas that are overtaken to become shrouded in the meld in a much more realtime style. Instead of simply major towns, any tower can be put in the meld, as well as any city, and to take it back, instead of simply firing up a repulsor along the edges and pushing the chosen out, you have to fight them on their turf, powering on the repulsor inside the meld, and fighting an uphill battle to take it back. This creates a much larger feeling of being able to lose territory. Instead of simply seeing it turn red, you actually see the meld move up to overtake it, or even bloom out from it. To prevent squad zergs from just taking territory, health and ammo stations are destroyed when being placed and calldowns are restricted. To use them, you need to set up a bubble, which won't last long enough for everyone to heal. If an uncordinated army goes in, not everyone's getting health and ammo unless they bring lots of their own, and if you go in alone, your dome won't be up enough to keep yourself supplied. You both need a group, and need to cordinate. Or you'll die. Thumping inside the meld should give significant bonuses, but at the same time, should be immensly dangerous. Making both the cost of losing the thumper higher, and making it immensly dangerous in there to begin with, without drawing the aggro of the Chosen, should balance out the higher rewards, so that only skilled squads can do it, while the current game mechanics don't require it to be done. To prevent rapid capturing, "Deep Melding" walls would appear beyond the curent line of stations. Clearing these out would require overpowering chosen strongholds, which would be a monolithic task that gets harder the further out they are. These should take entire armies of people, and be a long battle. To prevent lag, the strongholds are large, and spread out, so that it's not simply one squad of a hundred people, but many, many squads of 5-10 people holding many different points. Losing a stronghold would set the server back immensly as well, and even attacking one would require a project be completed in the nearest town, this project being a severwide monolithic project that you can donate resources to for EXP. Night time in the meld should be especially dangerous due to the lower visibility. The melding is something to be feared in firefall, and it rightly should be, but killing players for just crossing it just seems arbitrary. We already have water for that. It should, in my opinion, be rebalanced to create an experience where you can go in there, and the game may require you to, but you never even think of going in without being overprepared. Defending territory becomes far more important when it's not simply a case of flipping towers, but actually going inside the meld, with a cordinated squad, to try and take it back.