1. Raise the cap for cg_truefov. It only applies in first person, so it's unlikely to give any advantage to anyone over third person really, and trueview guns are a pain in the ass anyway. The point is just to make first person saber more feasible. For funzies. 2. Add a "first person only" server cvar that disables third person. For funzies. 3. Add a client cvar that makes the crosshair disappear for as long as Attack is pressed/held. This is just something I think would help my aim/gunning in particular contexts, and want to try, but can't make into a script myself afaik. edit: 4. Add a client cvar that disables or heavily tones down the first person pain effects (red flash and I think the camera itself even jerks up, throwing off your perception of your aim). This would go a long way towards improving the viability of first person. I really want to be able to use first person heavily without massive tradeoffs, because first person definitely improves my aim at close ranges. And it already has the major tradeoff of not being able to peek. edit 2: 5. Remove or optionalize "idle drift," the slowwwwww, constant up-right to down-left movement of guns in first person. This would enable me to make an "accurate viewmodels" mod where the viewmodels all line up with the muzzlepoints. Spoiler: other larger first person stuff to fix one day - moving the pistol and E-11 viewmodels a little bit right so they're lined up with where the shots actually appear, the way T-21/CR are - giving guns like A280/DLT/EE-3 that have centerscreen muzzlepoints some "classic Doom" style viewmodels since that look a lot more accurate for where the shots come from, although still inaccurate. First person with those guns should basically look almost like a constant aim-down-sights lol - fixing dual pistol viewmodels to not crash the game. Also, making them accurate to the muzzlepoint if that's possible lol, probably not possible, since the muzzlepoint is so high up.