I have, over time, compiled a list of modifications for the human team. Before you shout 'LOLMOD!' or something similar, I realize aliens will need counterbalance too, and expect me to deliver such a list in the future. I have drawn inspiration and ideas from everywhere, and I do not claim credit for any of the below ideas. If you would like to implement these in a mod *along with the alien modifications*, I would be very grateful. Anyway, here they are.
Slots
Some new slots. May be necessary, maybe not.
SLOT_ACC - The accessory slot. Holds an infinite number of items.
SLOT_UNDERA - The underarmor slot. Holds 1 item.
SLOT_SCOPE - The scope slot. Holds 1 item.
SLOT_BARREL - The barrel slot. Holds a maximum of three items.
Weapons
Items:
Mass driver - When zoomed, a red dot appears where the crosshair is, and the damage dealt upon firing goes up. As the damage goes up, so does the dot's opacity.
Fear Cannon - 200 ammo - 0 magazines - energy - When in use, enemy damage delt goes lower, goon pounce range less, rants charge range less, and hummie damage delt goes up in the vicinity. Ammo used like in flamer. - 500 creds - s2
Medigun - infinite ammo - Primary: shoots a beam toward a player that constantly replenishes his hp. If the player is close enough and the beam doesn't have to go through a wall, the beam persists. Secondary fire: Vampire beam, leeches enemy health, distributes among friends in range. Third - magazines are shot, and the player's ammo regenerates. - 200 creds - s2
Tractor Gun - 200 ammo - 0 magazines - energy - When shot, a beam goes out for one ammo. If it hits a wall, it retracts. If it hits an alien, the alien is stopped, much like a basi grab. Ammo is deducted like a flamer. When contacting an alien, grab is initiated for no ammo. - 300 creds - s3
Rocket Vulcan - 8 ammo - 10 magazines - Primary: Shoots a fast moving, high splash, high damage, rocket. Secondary: Empties magazine in a ring formation. Purpose: Troop cover. High knockback. - 500 creds - s3
Rant Stopper - 1 ammo - 15 magazines - Shoots a hitscan, high damage, high splash rocket that leaves behind a trail. When hitting a charging rant, any momentum or movement is negated. Same with pouncing goon. Also does damage and potentially throwback depending where it hit. High knockback. - 400 creds - s3
Seeker - 3 ammo - 5 magazines - Needs a heavy bsuit. It picks out the enemies that you see and sends seeker rockets at them. No splash. Short range. - 500 creds - s3
Tagger - 1 ammo - 15 magazines - Shoots sticky projectile that does no damage just sticks to alien. In proximity to the OM, it blows up. Or when that alien dies. - 600 creds - s3
Flamethrower - unchanged - primary unchanged secondary: Air blast that blows away enemies and projectiles. Costs 2 ammo. OR shoots fireballs that explode on impact OR splashes oil on something, and then it burns when flamed.
Chaingun - Secondary: slowing projectiles, don't do damage.
Gasgun - 150 ammo - 0 magazines - Shoots basi gas. Only affects enemies. - 250 creds - s2
Stickygun - 27 ammo - 0 magazines Shoots sticky bombs. Maximum of nine. Press alt fire to detonate. When you die, your bombs disappear. - 350 creds - s2
Sheildgun - infinite ammo - Places a shield at the cursor that lasts for a minute. Sheilds can be stationary (normal fire) or mobile and permanent as long as gun is on (alt-fire). NRG weapons are stopped, bullets are not. - 300 creds - s3
Tripwire - 150 ammo - 0 magazines - When shooting this at another teammate also using this gun, it creates a electric wire from one person to the other. It damages aliens that pass through. - 300 creds - s3
Lightning gun - 150 ammo - 0 magazines - Shoots a sort of always-on pole in front that can lock on to aliens if held on them long enough. Flamer-style ammo loss. - 400 creds - s3
RPG - 1 ammo - 15 magazines - Shoots a single, laser guided rocket forward. Splash damage, knockback and kickback. - 400 creds - s3
Stringgun - 1 ammo - 5 magazines - Shoots a long incendiary string that is affected by gravity and sticks to anything and everything. One ammo means a few feet of string. Secondary fire detonates it and causes you to reload. Detonating while some string is still in the gun causes it to damage you depending on how much string is left. - 350 creds - s2
Secondary pulse fire - Shoots large slowdown projectiles that move slowly.
MLC(multipurpose laser cannon) - 250 ammo - 0 magazines - Primary: small hollow circle as crosshair. Shoots large hitscan projectile with splash damage and is shot instantly. Needs a while to reload. Secondary: 2x3 row small solid dot cursor. Rapidly shoots six hitscan laser shots. Laser shots do not spread, but keep the same distance between them. Gun has 3 laser batteries on both sides. Should be able to kill a rant. - 400 creds - s2
S2 ACkit - Secondary has medium spherical aim.
S3 ACkit - Secondary has large spherical aim+line-of-sight aim.
All ckits - No decon timer. Structures can be deconned and healed when the build timer is counting down.
Mortar - 5 ammo - 10 magazines - Shoots large curving rocket. This does high damage. Explodes in midair and sends out spreading smaller rockets. High kickback. Long reload. - 400 creds - s2
Nades
Most of these are replaced at s3 with their proximity-activated (alien OR structure) counterparts.
Gas nade - When thrown, leaves behind a trail of gas. Explodes on ground contact, releases a thick wall of basi gas, and allows you to perhaps escape. - 200 creds - s2
Frag Nade - Has a 5 second timer. 30% chance that nearby alien will be blinded by metal shard in eye. Explosion damage also applies. - 300 creds - s2
Flash Nade - Has a 5 second timer. Flashes, 100% chance that nearby aliens are blinded by light flash. - 250 creds - s2
Fake Nade - Looks like a nade. Does nothing. Disappears in one minute. - free - s2
Black Hold Nade - Has a 5 second timer. Creates a black hole that sucks in everything. - 500 creds - s3
Beacon Nade - Calls in ariel support fire with splash damage. Works only where the sky is visible. - 400 creds - s3
Teleport Nade - Has a 5 second timer. After it stops moving, you are teleported to it. Reusable. - 300 creds - s3
Grab Nade - Grabs any alien above it for 30 seconds. - 400 creds - s3
Tesla Nade - Large. When thrown, rolls toward an enemy and electrocutes them. Explodes upon touching water. Does not hurt maras. - 300 creds - s3
Suck Nade - Has a 5 second timer. Sucks everything towards it. - 250 creds - s2
Flash Nade - Has a 5 second timer. Explodes in a flash of white light, blinding any aliens and non-helmeted/bsuited humans within reach. - 200 creds - s2
Armor
All battlesuits can carry an infinite number of grenades.
Heavy Battlesuit - Same as regular battlesuit, but with the addition of radar, and arrows at the screen's sides pointing to nearby enemies and friendlies with names and stats (name, class, health fraction). Also a battery pack+ammo pack. Also, protection is better, but speed and jump height are slightly less. - 700 creds - s3
Spiked Battlesuit - Same as regular bsuit, but it's spiked so enemies are hurt when touching it. - 500 creds - s3
Light Battlesuit - Same as regular bsuit, but it jumps higher, runs faster, and can walljump, but protection is slightly worse. Can carry backpacks. - 500 creds - s3
Acessories
Slot: SLOT_ACC
Function: Wide range of functions. See below.
Teamkill shield - With this on, you don't get damage from friendly fire, and you are not propelled or moved by freindly fire, it passes through you. Teammates pass through you, and you pass through structures. If you are in a structure which is getting damaged, however, both you and the structure are hurt. You are not pushed away by sheilds. - 100 creds - s2
Muffler - Silences all gun sounds. - 200 creds - s1
Surger - Uses 2 bullets per shot and does double damage per shot. - 250 creds - s1
Ariel Adjuster - Negates any drift caused by jetpack. - 250 creds - s2
Dog Tag - Remembers your equipment when you die, and if you have enough creds, you can respawn with your previous equipment. - 100 creds - s2
Biokit - heals you, automatically engages medkit when health < 50, and gives you a medkit after having 100 health for a while. Also protects you from alien diseases. - 150 creds - s1
Cyanide - Instantly kills you when used. - 300 creds - s1
Bayonet - Goes on your gun. Does damage when touching an alien. - 200 creds - s2
Nade Launcher - Goes on gun. Throws nade in straightforward trajectory, and they stick to whatever they hit first. Used by doing /launch gren_type. - 250 creds - s2
Lead Rounds - Gives you 300 lead bullets that deal poison damage. Works only with non-NRG weapons. - free - s2
Shield Generator - When used, gives you a 20 second sheild. This pushes out all enemies and friendlies. No one can enter your sheild w/o a tk shield, and no bullets/snipes pass through. However, you can't shoot past the sheild either, and it has a 40-second recharge unless you reload at an RC, repeater, or armory. - 300 creds - s2
Shield - Completely negates dretch/granger bites, and helps protect against medium-level aliens. Shimmers blue when hit. - 200 creds - s3
Gel Cushion - When used with a bsuit, reduces fall damage considerably. - 150 creds - s3
Boot Jets - Added on to any armor. Surges you upward a considerable distance, freeing you from basi holds etc. Has a long recharge timer. - 250 creds - s2
Power conductor - Regens NRG ammo when on power. - 100 creds - s2
Spare Battery - Gives your NRG weapon 1/2 max ammo and recharges NRG equipment. Usable once. - Free, obtained when reloading at arm. - s2
Backpacks
Items:
Tesla Pack - Puts a weakened tesla on your back that zaps anything in range besides teammates. - 400 creds - s3
Nuke - Explodes when you die, only damaging enemies and their structures. - 400 creds - s2
Scuba Gear - Allows you to stay indefinitely underwater. - 200 creds - s1
Ammo Pack - Battery pack for non-nrg weaps. - 100 creds - s1
Blinkpack - Teleports you in the crosshair direction until you hit a wall. Medium recharge time, uses nrg. - 150 creds - s2
Napalm Pack - Dropped when used. Explodes when used again. High damage. High splash. - 200 creds - s2
Supply Pack - Allows you to carry an infinite number of nades. - 250 creds - s2
Buildables
Advanced Medistation - Bigger than the medistation, and has a broad spherical aim that heals all in it faster, and more health. - 10 bps - s2
Advanced Telenode - Bigger than the node, and can spawn multiple people at once faster, more health - 12 bps - s2
Advanced Armory - Bigger than arm, and has a greater range and more health. - 12 bps - s2
Nexus Node - Needs DCC. Acts as an armory+capacity medistation+repeater all in one. Using the dcc, one can see as if they were a spectator above this. Camera rotation when doing this permitted, but not moving. - combined bps, combined health - s2
Proximity Tower - Needs DCC. Has a sphere that changes color (green to red) depending on how close the nearest alien is. When the sphere is red, it also broadcasts an alarm that only humans here. (I think some of David Sk0re's horns would do well here.) - 5 bps - s2
ID wire - Needs DCC. Can be built off power. Can be built on steep surfaces. When an alien becomes close to it that is only unlocked at their current stage, sends an alert to all humans revealing their stage. - 5 bps - s2
Checkpoint - Prevents anyone from leaving power without at least a helm+larmor (bsuits also pass). Limit one. - free - s2
Energy Tower - Buildable off power. Two can't be in close proximity. These allow reloading of NRG weapons, cloaks, sheild generators, etc. Enemies phase through it. It is invisible. It does not explode. Enemies still damage when phasing through. Does not show on enemy radar. - 5 bps - s2
Cloaking computer - Cloaks the base, prevents it from emmiting sounds, and does display it on alien radar except in close proximity. - 10 bps - s2
Defence computer - Heals all structures and increases range of defenses.
Turret Base - Like a turret, but doesn't fire. Used in conjunction with ret barrels. An s2 innovation, it's minimum range is longer and has more health, and a smaller spinup time. Does not take time to build, only the barrels do. - free - s2
Sniper barrel - Longer spinup, but significant damage. Long range. - 9 bps - s2
Las barrel - shorter spinup, but not very significant damage. Long range. - 7 bps - s2
Chain barrel - Rapidly shoots innacurate chainguns. Minimum range. - 5 bps - s2
Flame barrel - Shoots a flamethrower. Medium range. - 8 bps - s2
Mortar barrel - Shoots a rocket which fragments into smaller rockets. - 9 bps - s3
Basic barrel - Like a basic machine gun ret, but with the advantages of the ret base. - 9 bps - s2
Laser barrel - When it shoots, it damages and slows the target with an always on laser beam. - 9 bps - s3
Blaster Alts
Slot: SLOT_SIDEARM (or where ever the blaster goes)
Function: Blaster alternatives. Secondary fire for each switches you back to main weapon.
Items:
Vulcan Blaster - Shoots at chaingun rate. - 300 creds - s1
Targeting Laser - All bullets shot around you go to where your targeting laser is pointed. Doesn't work on power. - 200 creds - s2
Doorgun - When shot at a door, it opens. - 250 creds - s2
Pushgun - Charges a white ball in front that pushes everyone away from the gun. Releasing the trigger shoots the ball. - 100 creds - s1
Healgun - Heals structures, people like the ckit would. - Free - s1
Gameplay Changes
Function: Game mechanic is just changed.
Economics: As stages progress, the cost of the previous stage's items go down as a sort of supply+demand simulation.
Build timer: As stages progress, the build timer gets lower, and so does the time the structure takes to build.
Team status: You have two icons in your hud (progress bars optional) that tell whether the dcc and rc is up (current health optional).
DCC multiplier: the more dcc's you have, the faster the regen rate is.
Overheat guns: Certain guns could have infinite ammo, but need to cool down after fighting periods.
Infinite magazine guns: Certain guns could have x shots per magazine, with an infinte number of magazines.
Underarmor
Slot: SLOT_UNDERA
Function: Can provide some buffs.
Items:
Cloak - When on, conceals you from being seen and from enemy radar. It also mutes your movements. Taunts are still heard. Backpacks and weapons still invisible. Jetpack smoke invisible. - 300 creds - s2
Notes: Maybe change it so that you are only shown by firing your weapon, and structures not affected by the om's creep don't notice you.
Maybe have an option to disguise yourself as the class and name of an enemy player. You pick the class, and it finds a player of that class and your name is shown as such. If no one uses that class, you are given an error. Your radar indicator becomes red for aliens. You are buffed by boosters. Your health stays the same as a hummy. When attacking, you're disguise disappears and you fire your normal weapon. Disguise is on again when you stop firing. You are damaged by enemies whether teamdamage is on or off. Humans don't hurt you, neither do structures. Only structures under the OM's creep detect you and hurt you.
Fire Retardant - When on, you won't get flamer damage (from yourself or otherwise). - 300 creds - s2
Radiation Sheild - When on, you won't get luci damage (from yourself or otherwise). - 300 creds - s3
Electric Sheild - When on, mara+ zap doesn't hurt you. - 200 creds - s2
Scopes
Slot: SLOT_SCOPE
Function: Modifies the zoom scope on your gun. If the default scope is better than the custom scope, then the default scope prevails.
Items:
2x Scope - Adds a 2x zoom to all your guns - 100 creds - S1
4x Scope - Adds a 4x zoom to all your guns - 200 creds - S2
Variable Scope - Adds a variable zoom scope to all your guns: when zooming, use +mzoom and +lzoom to shift zoom from 2x to 6x by 2x intervals. - 300 creds - S3
Barrels
Slot: SLOT_BARREL
Function: Increases fire rate by half. If you have a gun with a firing rate of 5, and buy a barrel, it becomes 10. Two barrels bring it to 15. Max 3.
Items:
Barrel - Adds your normal firing rate to your current firing rate - 300 creds - S2