I'm a bit skeptical about alien regeneration nerf. It's a double-edged sword. It can enable humans to be more agressive, but it can also help them camp ! Ideal human agression booster would be something that is useful only on offense. A couple of ideas below:
Battery Pack becomes Ammo Pack
Often, humans have to pull back because they're out of ammo. Unlike aliens, humans can't afford to build (unguarded) forward bases, such as repeater + health pad. A single dragoon, which can appear as early as after 2 minues, is practically unstoppable at destroying weakly defended bases. I think it would be ok if humans could carry more ammo, if they pay for it. Energy weapons already are far ahead with ability to charge from very sturdy reactor, and multiple repeaters.
Ammo Pack would have identical functionality for energy weapons. But it would also work for Rifle, Shotgun, Flamethrower, Chaingun. Instead of extending magazines, it would allow carrying more magazines. You almost never see shotguns on the offensive, ammo capacity is too low. Flamethrower is hard to use, but people skilled at it should be allowed to pay extra for more ammo capacity. Flamethrower doesn't forgive mistakes when you're light armour marine.
Note that battery pack ONLY helps on offensive. It's nearly worthless on defense.
Grenades at S1
Come on, it's not crazy ! Grenades are nearly worthless against mobile aliens, it would only change S1 human offense capabilities. Grenade costs quite a lot for beginning ($200), about as much as armour+shotgun, and there are no helmets. Only competent marines would afford grenades at S1, and lack of helmet would make successful grenade runs much more rewarding. Can getting humans out of base at S1 be bad ? And just like battery pack, grenade is nearly worthless on defense. S1 Humans have nothing that approaches dragoon at building destruction.
Humans don't need fucking *defense* computer !
It's interesting that teslas now don't need the computer and it got another function. But humans already have too many camping incentives. Therefore, Defense Computer becomes Offense Computer. Long range scanner. Offense Computer would reveal all alien buildings within a huge radius (possibly entire map). Even for battlesuits. This would encourage humans to attack. It would be great for egg hunts, too. I'm baffled by changes to Build Point regeneration - at least for aliens ! It's not like humans aren't capable of destroying alien bases, almost any of their weapons is good at that. It may make sense for humans, but for aliens - no way. Once humans finally reach alien base, grangers can barely keep up rebuilding defences. Note that alien bases are defended mostly with alien players, while human bases rely heavily on static defences. Offense Computer would reduce the need for what I think is a dangerous change.
Why I think slow Build Point regeneration is dangerous ?
- it further discourages forward bases for humans !
- once all build point are used, grangers have very little to do. They can't repair buildings, don't have combat abilities like gorges in NS (Web, Healing Spray, Bile Bomb). Grangers are yelled at when they try combat, when they block, or when they build in suboptimal way. Aliens have much steeper learning curve, and frankly, I think they need an alien with low skill requirement. Even newbie Rifle marines can contribute by wounding tyrants or dragoons. Aliens have no room for newbie players ! Notice that in most matches score distribution is very different (in Tremulous 1.1) for alien and human teams. Human team has much more even frag distribution, while for aliens it tends to be top 20% players having 90% of all frags. Probably partially due to goons being overpowered.
Taunt, Jump, Spit, Wall Walking. They're going nuts very soon. To make things worse, you can't evolve back to granger, so a dutiful builder has to remain as granger all the time.
I think it would make more sense for Grangers, not basilisks, to have healing aura. That way, even newbies could contribute to alien success.
-Even more scarce build points can make base building restricted to only experienced players, and newbie builders will be much less tolerated.
Money for killing alien buildings
This may be a bit desperate, but should work to make humans leave the base. 200 for booster, egg, 500 for overmind, 50 for everything else. Aliens currently don't need such incentives, they're ridiculously good at destroying weakly guarded defences.