1) The usual "friendly fire" doesn't give you an XP penalty heads-up in the game.
- When you shoot a friendly, I noticed you immediately get a negative XP notification in red. Will this notification be green if the player shoots an operative? Or no notification at all if they shoot an operative? This may lead to the operative being "spy checked", especially by medics who can just heal their teammates for the "mistake".
2) "Healing" won't work on enemy players.
- This could be a major no-hassle way to find out if someone's a disguised Operative. If healing doesn't work on enemy players, then all a Medic would have to do is try to heal'em. If it works, they're friendly. If it doesn't, they're an enemy.
3) Disguise "deactivating" due to damage, healing, firing a weapon, etc.
- In Kane & Lynch 2 (granted, a terrible game) they had a game mode where you were an Undercover Cop and if you hurt a civilian / NPC police officer OR a Criminal before the crime was discovered, you'd be found out. I was wondering if this game was going to or could employ a similar system where a Disguise remains in effect even if you're damaged, healed, or shot your weapon, but would deactivate if you hit an enemy player. (IE: You shot and hit one of your own teammates, the disguise wouldn't deactivate, but if you shot and hit an enemy player, it'd deactivate immediately.) This could help Disguised players "keep up an act" to get where they need to go wearing the disguise.
Just some thoughts I had that I thought I'd share. 1 and 2 are genuine concerns of course whereas 3 is a mechanics question, so yeah. If anybody knows how things are looking for this particular section of the game, I'd definitely appreciate a heads-up since Operative was the class I was looking forward to the most.