
On there being no volumetric fog, I think that 'fog' was meant just to be like a 'code name' for the weapon, more than it really looking like a volumetric fog.
Maybe it would look more like a translucent dome that you can still pass through.
I imagine if the game could render water, there has to be some sort of modified form of that that would be close enough to be acceptable for this item.
But then I could be wrong about this, heh.
On the wall thing, I didn't know other games did this b4, but if they did, then maybe we could use them as like a starting point to get more ideas from. However, I think i like the strategic advantage of your own team being able to walk thru, but not theirs.
Imagine putting the 'force field' right in front of your base in ( excuse my forgetting the names of maps) "the map with the two castles n the grassy plains between" or in "the map with the skinny land between the 2 towers where people nex snipe alot" or even in "the map with the two layered ring bases that are easy to fall off and die on"
I could see the walls being important to strategy in these cases, and especially important to have them work on only 1 team.
But then again, that might be too much advantage for 1 item to give a team.
Ok, and I don't know if people thought of this before, but since I started the thread, I'm officially adding this to the main topic:
*****What about deployable launch pads?*****
Maybe they could have random varying strengths
Maybe they should only be mostly horizontal launches, since the laser jump is already a verticle one
Maybe they should die after 5 uses, for example.
Maybe they only work for your own team.
Maybe they only work for opposite team ( imagine putting this at your base entrance

Maybe they get weaker everytime they are used
Maybe they get stronger every time they are used
Maybe they slowly rotate around in a circle and you have to time when to jump where u need to jump.
Maybe they could have variable amplitude, depending on how bright they glow
(for example: they would have a repeating pattern from glowing very brightly to very dimly, back and forth like a mac's sleeping light) When they glow stronger, they launch farther n vice versa
Maybe they could have some weird variable instead to change their amplitude like this:
Shooting it makes it stronger, it could have a tiny power gauge graphic built into its side when u deploy it, that has 5 dots. When you shoot it with the primary laser, one dot lights up. Shoot it again, another one. Each dot lit up makes it launch you that much further. It only would release the dots on a launch then you must charge it up again to use it. I think one shot would be fairly strong, the others could be just a bit stronger each shot.
This could really add a fun element to the game for some levels. It could definitely change a little bit the style of play on some of the ones i mentioned before but couldn't remember the names to.
Oh i just thought that maybe if the whole laser shot charge up part is too complex for an individually dropped launcher, it could be a built in kinda thing.
I think being able to pick things like this up and place them anywhere would be really fun though, and would make the game sort of never get old, ya know?