Official Prototypes #30 Night maps feedback

I'll keep a lengthy feedback for later (if any) when the new night maps are a bit less messy (especially Zavod). A few thinks I'd like to point out though are the following:
THIS is exactly what I would like to see for the moon/sky in Infiltration of Shanghai!! Simple white normal looking moon, no shiny shiny (this isn't pokemon :P) and no stars. It's the type of moon I can get lost in, which sparks my imagination for the mystical (especially with those cloud parts infront).
Also since we are dealing with rural/countryside maps now (where the main light source should be the moon instead of a city) they should definitely be darker than IoS in my opinion. This is a good example for some predator-in-the-night-feeling like it's "supposed" to be on a non-city map. Of course it might be less appropiate for a shooter but maybe keep this for a start, just slightly increase the light level inside the house and lower it for the same amount on the outside. Since there is a base highlight of soilder models, players are still well visible even in a nice dark area like that (though the blue tint/light rays are a bit too much for my liking in that second picture).
Last but not least I like the idea of having a background fog/outline/whatever like in this picture that limits your visible range (compound containing C and D barely visible). All that's needed is to make it the same colour/brightness as the surrounding so it blends in. Would probably add to the "oh shoot I'm in a dark forest" feeling.

Now on to an Idea I'd like to share.
While Infiltration of Shanghai initially came out I already imagined Zavod having something like mounted long-range search lights/flood lights on the roof. You enter it like a mounted turret or rocket launcher and can shine on the (hopefully) really dark forest area around the compound to help your team watching the enemies advancing towards your position. Of course the mounted search light can be destroyed (depending on how well people use it for their advantage it might be a high priority target for those attacking C and D). To counter the fact that people might directly snipe it at the start and therefore making it a totally useless gadget, make it repairable with the engineer's repair tool. Fixing it should either take a decent amount of time and/or the repair tool should make you and easy-to-spot target while repairing (e.g. bright blow torch). In generally make the whole thing a high risk, high reward kind of thing.

Another idea I had recently building up on that:
Having played IoS mostly on classic and just one time on normal mode confirmed my opinion for myself that 3D spotting is a horrible horrible thing for night maps but I guess there are strange people out there who would want it for the retail version, so a compromise came in mind:
What if you can only be 3D spottend while standing in an area with a light level of X. Meaning that you can only get a 3D mark on spotting above you when you are directly shone on by a flashlight or a vehicle light (or a mounted search-light *winkwink*) or standing directly under a latern or directly next to some other light source and the 3D mark will vanish (shortly) after exiting the lighted area. This might induce a much more tactical gameplay in terms of using light as a weapon, considering your path and what lights to destroy.
Since you guys mentioned there isn't much work put into spotting yet and tiggr replied to a feedback regarding the random callouts that there will be some spotting changes coming soon, this idea might be considerable or total bollocks.

/r/Battlefield_4_CTE Thread