A modern FPS that... isn't the same crap they've been rehashing for years.
For one thing, "normal" guns are woefully underpowered. Everyone is a bioweapon- skills matter a lot more than the guns that normal humans would use. Different builds have different slots for abilities- a stealth model might forgo shielding for active camouflage, and take movement abilities over weapon abilities, staying light, fast, and hard to see.
Maps are built around the idea of scavenging. Assault models come pre-loaded with weapons good enough to reliably kill, but can be bulky, slow, and easy to hit. They won't be able to take full advantage of the map, unlike the previous stealth model- active camo works better in darkness, so the stealth model can pick up a normal human weapon and shoot out lights as it moves forward, as well as climbing and jumping into areas others can't follow. Weapons spawn randomly, human weapons can often be found on dead bodies or in lockers or the like, higher technologies will be well hidden at random on the map. Even when players know the hidden locations, they won't be able to get to them unless they risk a lighter, more mobile build, and they might wind up with nothing for their efforts.
Playing with the map in a dynamic sense is a thing. You could outfit your bioweapon (Human+, transhumanism, whatever you want to call it) with an EMP blast. Lights around you break, electronics spew sparks everywhere, and any nearby enemy loses a serious amount of power as well as having most of their weapons malfunction. EMPs eat a huge amount o your energy, though, so you won't be able to return fire with a powerful weapon right after.
Maps are fully simulated. There's plenty to do on all of them- see a computer? You can interact with it. Maybe that computer is hooked up to atmospheric controls on a space-station map. You spend some time setting up Atmos to spew highly flammable gas everywhere. Players will see this, of course, but not only did you just reduce visibility to shit for anyone without thermals, you also just made the entire map prone to bursting into flames with a single spark. Sparks happen a lot. Units take enough damage and they constantly spew sparks.
Maybe you're on an outdoors map. Take a melee weapon and strike a large tree, make it fall. It falls and smashes into a player causing serious damage, as well as knocking a hole in a cabin.
Melee is as powerful as guns. Guns can be modified in a very Borderlands-esque way, but closer to GR:FS. You make changes to the gun, such as barrels, gasline, grips, but these change more than just accuracy and weapon sway, ala Borderlands. Want a weapon to talk to you? That can happen. There's plenty of options, and all options are available from the start. There is no progression system for attachments, however, weapons must be individually purchased with currency obtained by playing matches (Like EXP, but it dosen't level you up.)
With this system, let's say I'm playing as a highly mobile stealth model with active camo, jumpjets, electromagnetic feet (walk on walls, ceiling, eats energy), a fast but low-cap generator, a high-tech pistol with a long barrel and acidic rounds that fires faster but with less accuracy the longer you hold the trigger, and a physical blade attached to my arm that can be engaged or disengaged at will. I'm on the Space Station map.
My pistol will be able to deal damage, but if I fight an assault model I'd better get a good advantage before I take any hits at all. One of my teammates has found the door control computer and has started closing doors in the middle of the map. There's still a few routes that remain open, but most obvious routes are now closed by doors. I'm about to go patrolling the other route when the door in front of me dents heavily- someone's hitting it, and hard.
I activate camo and stick myself to the ceiling, which starts taking a heavy toll on my energy. I've got roughly 12 seconds of this, due to my low-capacity generator, but if I drop one, my high-speed generation will be enough to keep going indefinitely.
The door blows open, and a mid-weight assault model bursts through, massive axe in hand. He starts to walk under me, not realizing i'm there.
8 seconds. 7. 6. 5...
I'm behind him. I drop from the ceiling, engage my blade, and attack from behind. My active camo ripples, so that a sharp-eyed player could see me, but before it was perfect. I slash again as he turns around, as I start firing.
I get a headshot, the acid rounds increasing his weapon sway and making it hard to see for a moment, giving me time to continue the assault. He swings the massive axe, but I can easily dodge it with my speed. A few more hits and he's left as a smoldering, sparking pile of junk.
He dosen't despawn, either. His body stays there, and he'll have to use a completely different class setup. Rather than the five custom classes of other games, you get five that must not be carbon copies (they can be mostly the same, but two things must be different. Paintjob counts, so players wanting to use the same kinds of bioweapon will often show up in different colors with slightly altered weapons.)
That's one point for my team, or, more correctly, one loss for his. When all members of a team can no longer spawn, they are declared the loser, and the last team standing wins. Some modes allow no respawning at all- one bioweapon per player, and some will despawn and let you re-use bioweapons (Classic TDM.) Maps are even more dynamic than current Battlefield, allowing objects to do more than just break, but interact with each other as they do so, gun customization as strong as Ghost Recon: Future Soldier with the abilities of Borderlands 2, no progression system so that experienced players may have more options, but you still have the same access to parts as they do, and fully dynamic environments. The ability to pick up objects and use them at will- find a crowbar on a map, suddenly you have a free albiet weak melee weapon and access to locked doors... then again, you could have just bashed the door down, or shot it with an explosive. You could have hacked the door's console, if it was technologically advanced, to open it. You could plant an explosive on it and detonate it remotely, making enemies think you are where you aren't.