Now that Tremulous is out and being played regularly some of the issues with the balance are becoming apparent. I actually think it all comes down to a single problem that I hope others will agree with: the human team, being less mobile and more dependent on their bases than the alien team decrease in effectiveness the further they travel from their bases. Logically then we can approach this problem from several angles: increasing human mobility, decreasing human base dependence, increasing the mobility
of human bases, or doing the opposite of any of those to the alien team. I'll list the most straightforward ideas I've had pertaining to these areas.
Mobility - I don't think anything should be changed or added in this area for either team right now.
Base Dependence - Humans need to visit their bases to restore health, replenish supplies, and repair structures. Medkits have been discussed before as a replacement for anti-toxins and are a good idea. Ammo capacities for all weapons could be increased (I'd say at least 50%) as an easy change. I'd really like to see holdable items be refillable for free so as to be consistent with all other abilities and equipment in the game and to remove the unfairness of requiring humans to have a steady stream of income to use them. It also wouldn't hurt to let humans carry more than one of each at time. Since aliens don't need to repair their structures requiring them to defend them more would be a fair tradeoff: disabling all structures besides eggs when no overmind is present would do that and be more in line with what humans have to deal with. It would also help humans (and be more consistent) if alien structures delayed their regeneration for a time after last being damaged, like alien classes do.
Base Mobility - Requiring an overmind in order to build eggs would help reduce end-game egghunts (and if this change is made telenodes might as well not be buildable without reactors; being able to never makes a difference anyway). Forward bases could be made drastically more useful by prioritizing spawns closer to a player's point of death (and even though it wouldn't help the balance for aliens to have this too I definitely feel it should be implemented for both teams). Human structures could also be made actually mobile: structures could be "tagged" for moving and then placed elsewhere as if being constructed and teleported into place, possibly after a delay equal to the time it takes to normally build one. With this ability humans could actually move their reactor (and their entire base) without seriously jeopardizing the entire game.
And here's one less straightforward idea that I'd like to see happen eventually.
Human defense is most effective when it is clumped together and generally any attempt at making a forward base is simply taking away defense from the reactor, which if destroyed shuts down the entire human team. To change this turrets need to become more potent individually and less potent when grouped together. I think the best way to do this is to simply make them better (slightly longer range, faster angular speed, and possibly an increase in damage and spread to make them more effective against higher classes) and give aliens area-effect attacks to take out clumps of defense. I've come up with two ideas for alien area attacks: 1) Change the upgraded marauder zap into a "chain lightning" attack that requires a player to aim and hit a target, resulting in a chain of electricity jumping from the first target to the next nearest target and so on, doing less damage with each. This would require some semblance of skill to use and would naturally be better against groups (the base damage should come down a little of course). 2) Give aliens grenades. A booster-like structure that gave aliens grenades (maybe different kinds for different classes) would fit in nicely with the alien class structure and as an added bonus give aliens a reason to return to their bases.
My miscellaneous wishlist that doesn't really belong here:
- Faster movement speed for the free-moving spectator mode
- Display build outlines even if you select a structure while outside of creep/power range
- Increase mass driver damage to at least 38 so upgraded builders don't require three shots (more than half a clip :\ )