I've started playing trem in the last month or so (and been enjoying it so far), so in the time honoured tradition of being a noob, I'd like to throw in my 2 cents about the game mechanics in my first post, namely the stages system. Oh, and also hi.
I think the current 3 stages system works pretty well. Stages feel more or less even between aliens and humans, and are fun to play. You do however seem to get a lot of options at s1. I'd like it to feel more restricted at the start, and then gradually build up, encouraging a greater diversity of gameplay, class and loadout choices. Also, of the things you get at s2, there is a massive range of how "advanced" they feel; to me, helmets and boosters seem in a different league to adv maras/goons, pulse rifles and jet packs.
I came up with the following: how does a "stage 1.5" between 1 and 2 sound? I've left stages 2 & 3 unchanged, delayed a few things from s1 (goons, some human weapons, repeaters), and moved a couple earlier from s2 (booster, helmet, adv lisk).
s1
humans
• ckit, rifle, blaster medikit
• Shotgun, lasgun, larmour
• RC, arm, medi, turret
aliens
• Dretch, granger
• Basilisk, Marauder
• OM, egg, acid tube, barricade
s1.5
humans
• Mass driver, pain saw, chain gun
• Helmet, battery pack
• Repeater
aliens
• Dragoon, adv. basilisk
• Booster
s2 & s3 as normal
I reckon these new stages would play quite well for both teams, though more experienced players would be able to judge this better than I can. My gut feeling is this might shift the balance slightly towards humans, but not by too much. Also, the removal of pain saws and goons from the very start does reduce the possibility of one team's base getting raped within the first 5 mins or so, for better or worse.
I realise these changes are probably too significant/fundamental to really prove popular - but still, I think its worth having a look at. For me at least, this setup looks more fun, and it wouldn't introduce a needless amount of complexity into the game either.
Thoughts?