I wanted to make a mod that didn't change gameplay drastically but added some new features. This is an incomplete list and I'm looking for feed back from the community so as to make it better.
Tremulous mod
I. General changes
A. Vote menu asks for reason/text when starting a kick vote or creating a poll
B. More options in vote menu (denybuild, allowbuild, slap, poll, mute, unmute, kick, friendly fire on/off and changemap)
C. Customizable anti-camp/team work systems
1. The anti camp system decreases the amount of credits/evos that one earns when in the perimeter of friendly buildings
2. The teamwork system would award players with more credits/evos when they are in the same area as a friendly team member (this bonus does not apply when one is in base)
D. Easier building
1. Shows the area/s that the building effects before it's built. So if I were to open a build menu and select an acid tube it would have a translucent but visible dome around it showing the area it effects before it is built
2. When placing a building one can use the scroll to move the pre-building closer or farther away
E. Easier customization in the menu
1. Binds can be set in the options tab; some choices are: Useitem, donate, buy/evolve, say and teamsay
2. Crosshair color and size can be changed in the options tab
3. Above the change name option in the menu there will be small different colored boxes, clicking one of these boxes would change the color of the text that is about to be typed
4. The options menu would also be on the main page for easier access
F. New HUD
1. Humans
a. Stamina bar is more "fluid"
b. Health bars explain more: Light blue cross for normal health +, green cross for being poisoned +, orange cross for being on fire +, red cross for low health (below 25%) +, blue circle for no modifiers O, white circle for active med kit O and a yellow circle for active pain-killers O
c. Things flash when running out; if my 15 seconds of pain-killers are running low (five seconds or less) the yellow circle would start to flash. If I'm low on ammo the weapon's icons would flash red etc.
d. Unusable items would be grayed out and un-selectable
e. A "charge bar" is in place and located at center bottom
2. Aliens
a. Health bars explain more: Light red cross for normal health +, orange cross for being on fire +, solid brown cross for low health (below 25%) +, red circle for no modifiers O, white circle for being near a booster O, black circle for being near a tyrant O, and a gray circle for being near a booster and a tyrant O (the colors on this website do not correctly show what the actual colors in-game will be)
b. The class icon changes when abilities are used; if I start using "ravage" as a dretch then the dretch icon would turn yellow.
c. Things flash when running out; if my "stealth" as a basilisk is running low my class icon would begin flashing
d. A "charge bar" would be in place and located at center bottom
e. Ammunition counters would be more noticeable
G. New default binds (give me some good ones people)
H. Corpses "rot" instead of sinking into the ground
II. Humans
A. General changes
1. Humans will receive 150% damage from headshots (if they received 50 damage from a body hit then the y would receive 75 damage from a head bite)
2. Stamina does not deplete as quickly
3. Advanced construction kit finishes healing buildings automatically; all one would have to do is go up to a building and tap "heal structure" and it would finish by itself
4. Med kits "accelerate" healing at a faster rate
5. When using a construction kit sparks appear on the building interacted with;
with advanced construction kits buildings have sparks until finished repairing
B. Weapons
1. Blaster: Slightly faster ROF
2. Pain saw: A new alternate fire in which the pain saw is held out by the user for one second and then brought back, with a cool down of one second
3. Flamethrower: The splash would be lessened and the velocity of the flames would be increased, also it would set things on fire causing them to continue taking damage even when they are not being fired upon; this would last for 15 seconds (this effects buildings as well)
C. Items
1. Target acquisition goggles: These would allow the user to see red dots (representing enemies) through certain walls with a refresh rate of 0.75th of a second and can be used with a battle-suit; they have a 30 second use with a 15 second cool down (with battery pack a 45 second use)
2. Pain-killers: An item available at stage 2 that can replace the med kit and increases your health by 50 when activated for 15 seconds. If your health drops below 100 you have to get to a med station before the pain-killers run out or you will die
3. Advanced medical kit: An item available at stage 3 and is the same as a normal med kit but you get two and they can be used on others as well as yourself (not sure)
4. The helmet would block the advanced basilisk's gas (instead of the light armor)
D. Buildings
1. Medical station restores stamina as well as health
2. Tesla generators,reactor and power nodes don't receive damage from advanced marauders zaps
3. At stage 2 an upgraded medical station would become available that can heal multiple targets in a radius (not sure)
4. Tesla generators can zap over turrets and have slightly more knock-back
III. Aliens
A. General changes
1. Aliens healing rate slows when the Overmind is down
2. Hives can still attack humans when they are crouched
B. Classes
1. Dretch: New alternate ability called "ravage" in which the dretch consumes a corpse and gains a temporary health boost, also the hit box for the dretch is decreased slightly
2. Basilisk: Has a new alternate ability in which the basilisk disappears from enemy radar for 15 seconds with a cool down of 15 seconds, also the basilisk is re-skinned for better camouflage
3. Advanced basilisk: As well as the two upgrades above the advanced basilisk's gas attack has more a disorienting effect
4. Marauder: There is a cool down on the wall-jump ability of 2.5 seconds but the marauder can "hold" onto a wall and wait for it to recharge
5. Advanced marauder: Same as above as well as the zap having shorter range, not needing to be aimed, disabling buildings it hits for two seconds and instead of chaining through a few humans/structures it will attack multiple targets but weakening for every new target it attacks
6. Advanced dragoon: The barbs would bounce three times after hitting the ground but would lose 50% of their damage with each bounce
7. Tyrant: The tyrant now has separate two hit box's (head and body) with the head receiving 125% damage; turrets and tesla generators don't hit the head unless it's the only available target, also the tyrants charge is longer and can hit multiple humans
C. Buildings
1. Barricades are wider, cost less build points and shrink when an alien touches them
2. Boosters get rid of being on fire
If you have any questions/suggestions please ask legibly and please no goofy posts! Please let me know what you think.