
And I'll throw in a killcam example as well. Let's say you get killed by a player. You REALLY want to know how that person killed you, but you can't figure it out. However, if you spend the extra time to try to kill that player, you can remove their 'satellite uplink' from their suit. After that, you can see their kills of you like normal. I don't really understand this example. Can you rephrase it?
In regards to innovation, Crytek have done this with many existing game features in their own way. Take the Crash Site game mode which is essentially King of the Hill, a very popular game mode but not many games at all feature this mode in a dynamic form. In Crash Site, the "hill" is constantly changing it's location which completely changes the way this mode is played.
What about things like mounted machine guns? Been in games since the dawn of time. But how many games have you played where you can literally rip a mounted heavy MG off it's tripod and start running around with it in your hands?
Dog tags? Well, their purpose in the gaming world is to simple keep track of who you've killed. In Crysis 2, you collect dog tags by running up to the body of the person you've killed and you collect it. How did Crytek innovate on a simple dog tag? Well, when you collect someone's dog tag in Crysis 2, it displays their rank and stats on it and it's customisable.
With regards to kill streaks, Crytek also took a slightly different stance on these. In Crysis 2, kill streaks rewards are designed around tactical planning. In other games, kill streaks reward you with more kill streaks and it becomes an all-in-brawl as to who can get a kill streak quick enough to call in something that's going to give them more kills in order to get more kill streaks. The kill streaks in Crysis 2, without making them sound 'weaker' are designed more towards a tactical advantage where you can call in an alien gunship which is a harasser more than a killer. If you're being attacked by a gunship then you and a team mate can start shooting it and it will run away to another location on the map and harass others. The owner of this reward can use this tactical advantage, knowing where his gunship is and having a pretty good idea where some distracted enemies are looking up at the sky, waiting to be killed.
Much of this information is from the GameOverCast hands-on review on Crysis 2 MP and they delve into some great detail on the game and really break it down and share their thoughts as to why it's so good and so improved. I'd definitely recommend having a listen to it: http://gameovercast.co.uk/index.php?id=news&db3=13
Crytek, by nature, experience and example, are innovators. Add to that the experience that Crytek UK has with MP games (Goldeneye 007 and TimeSplitters - two hugely popular MP games) and i think we've got a recipe for complete and utter awesomeness, come March

p.s; well, that ended up being much longer than i anticipated. Hope it helped/contributed!
MG ripping is related to Halo, you can do the same thing in that franchise. I also think that the dog tags idea was brilliant, I like how Crytek took the idea from the Battlefield franchise and really refined it into something original. I gotta give Crytek props on that idea.

I do hope that we get a vehicle or two and the killstreaks arent overpowered, but thats where beta testing and patches come into play.
