In response to all the suggestions that have been made recently I've compiled a list of all those that I could find in recent threads and attempted to respond to them all. So in no particular order....
If holdables turn free-refill, there should be a timer between refills.
This idea makes sense, but at this point holdables are not going to have free refills.
Also, I'd like to see aliens' dependency on the overmind increased, but I think its health could use a minor buff as well.
Can you expand on your idea of dependancy on the overmind? Any sort of health adjustments to alien units will need to be worked on after pending adjustments to the human team are implemented.
Medkits should replenish health gradually -- over 1.5 or 2 seconds.
This concept is being used in the current med-kit design, thanks.
Normally, a ckit/granger could just build the appropriate structure and have it do the work. If the current power/creep model constrains this into uselessness, I think that should be fixed first.
Changes to the current power/creep system are being considered. Admittedly egg-hunts have been a problem in some games.
As I see it, there are a host of ways to modify zap. It could impose some "ground time" on the player, which temporarily takes away the marauder's best evasive trait -- bouncy, unpredictable speed. Alternatively, the damage could be toned down, or the reload time inched up.
The marauder's electrical attack will likely undergo some form of renovation. We will take your suggestions into account, thanks.
Maybe overminds could get a big health increase but regenerate much slower, like the how the reactor takes longer to repair than other human structures.
Any sort of health adjustments to alien units will need to be worked on after pending adjustments to the human team are implemented.
I suggested long ago a bandolier item that would extend ammo capacity for non-energy weapons and changing the battery pack to make it regenerate ammo slowly instead of just increasing capacities.
An ammo pack is expected to be added soon.
It'd help in any case to get rid of the annoying deconstruct build timer; it's not like a few seconds delay is going to stop a TKer.
The deconstruct timer is not going to be changed at this point.
I think it'd be better just to increase the time it takes to charge up the trample so it becomes less useful once you've entered a fight. And/Or make it so you have to use it immediately after charging up so it's not possible to just sit behind a door or corner and instantly kill anything that comes in front of you.
Being addressed.
The simple logic behind it is there's a battery pack, why not an ammo pack?
An ammo pack is expected to be added soon.
Does no one else see the brilliance in making marauder's zap into an aimable chain lightning?
The marauder's electrical attack will likely undergo some form of renovation. We will take your suggestions into account, thanks.
I was thinking about maybe some sort of spore that would "explode" or secrete a goo that would go everywhere and would "clog" sentries for awhile so that they don't work.
I guess it could be similar to the granger's web thingy and slow down humans (albeit not as drastically)
Thanks for the suggestion. This sort of addition will be considered once the present game is more closely balanced.
Lucifer and/or battlesuit should not gain credits from killing dretches, just like tyrants should not gain frags from killing humans without jetpack/battlesuit/lucifer.
We are not interested in taking this approach.
I would suggest a "gracing" frag or some credits to late joiners, atleast when Stage 3 hits but this doesn't come off as a good solution to me.
As you are able to earn frags/credits while aiding your team as a builder or by simply sitting in a corner, this does not seem necessary. However, it is a good idea and may be considered again in the future.
I think Tyrants should be able to take much more damage, but regen more slowly.
The Tyrant is receiving a number of adjustments, the details will be available in the next changelog.
As of now I think a 'grenade' structure should end up replacing the booster with slightly more sentience cost.
Provided aliens are given grenades sometime in the future, it would would be fair to assume that something like this would happen, but at this point it is not on the list.
Add kick to the chaingun when person with bsuit is moving.
Very possible.
New rifle sound. Make it more... punchy or something.
Feel free to submit one.

Add an icon to the scoreboard that shows the player dead.
Will happen eventually.
Adjust the bsuit and tyrant view height
Very possible.
Limit jetpack time but make it faster
Changes to the current jetpack system will be considered in the future.
Add 'celebration' music at the end?
This can already be done on an individual map basis.
The humans could be a bit weaker without armor, but a bit stronger with it
The light armour is expected to be increased.
Tyrants just need a little less health (350 instead of 400?)
The Tyrant is receiving a number of adjustments, the details will be available in the next changelog.
Oh yea beef up the Mass Driver!
It's a fair possibility that the mdriver will have some adjustments made to it. I also would like to see it increased.
Id say knock (Tyrants') regeneration down notch, and just possibly reduce their overall damage as well, especially against Human structures.
The Tyrant is receiving a number of adjustments, the details will be available in the next changelog.
make it so only a regulated number of Tyrants can be on the battlefield at once.
Typically we've tried to stay away from imposing restrictions on players as much as possible. I'm not sure this idea would scale well depending on the number of players in the game. At this point we expect the current changes to the Tyrant to help centralise the balance.
Disable the tyrant charge when it has less than 200 health. Tyrants can escape way to easy with charge.
The adjustments being made already will likely make the Charge more difficult to use as an escape tool
The jet pack could be a booster. When used if gives you a strong boost of speed the in direction you are looking
Changes to the current jetpack system will be considered in the future.
Medkits that allow unlimited healing of teammates but not the person carrying the kit
This relates to a number of other med-pack ideas that are being considered.
Ammo packs that can be passed to teammates?
The humans are already recieving a boost to the ammount of ammo they can carry.
Grenade "cooking" -- let the player hold the grenade after pulling the pin for precise control over when it explodes
A fair idea, but not pertinent at present.
Greatly reduce or eliminate self-damage from the flamethrower
The current Flamethrower satisfies its design requirements for now.
When friendly fire is turned off, apply that to deployables as well
This idea would have a negetive effect on the process of relocating a base, and is not something we wish to change at the moment.
Rather than nerfing the jetpack, give the aliens an aerial unit. Make it fly somewhat slowly and don't make it too powerful.
We are not in favour of a flying alien.
my idea of a med pack would replace a Battery/Jet Pack and would only be used to heal others or healing thyself (smirk) while healing others.
This idea for a med-pack is being considered. Thanks for the suggestion.
I think the "medic" would need some sort of method of defending himself aside from those lame blasters
Under consideration.
Maybe the (medical) weapon could be a disease spreader, a bio marker that clearly illuminates nearby aliens, or even some sort of radiation field that nullifies alien regeneration.
Thanks for the suggestion. This sort of addition will be considered once the present game is more closely balanced.
I would suggest to include the med pack as an alternative to Rifle and Construction kit. You can choose it before spawning and you could also buy an Advanced med pack which heals faster. Perhaps a medic should be awarded with some credits when healing his team mates.
This idea for a med-pack is being considered. Thanks for the suggestion. A 'medic' would already be earning automatic credits while healing team mates so there would be no need for additional credits to be rewarded.
buying stuff should be more intuitive (it's weird that you have to click "sell" to buy things)
The menu system can already be bypassed using bindings. The binding system is outlined within the manual and Norfenstein has posted an example here:
http://tremulous.net/phpBB2/viewtopic.php?t=357Buildings that can't be used shouldn't collide with players. This would make movement much more easy. I would go as far as to say, players in the same team shouldn't clash with each other.
We believe players should collide with each other as well as structures. We have tried to keep bounding boxes at resonable sizes.
One thing I havent seen suggested here is the addition of an alien 'devolving' ability, to go back to lower classes
> Aliens, however, shouldn't get their credits back after devolving.
The concept of de-volving has already been considered and decided against during the development cycle.
for the smallest alien there could be some red flashing or blood and a sound of scraped flesh if one hits a human; for the others maybe a hand (leg?) that scrapes over the screen (like the fists in doom ) and a sound of breaking armor/bones. Just something that gives the players a feedback which attack they did.
We are planning to introduce some better damage feedback in both directions. Thanks for the suggestions.