Wellcome, you was admin on RCZ servers, right?
Yup. That's me.
-Hit-boxes: Hit boxes in the game should no longer be boxes but reflect exactly what the model looks like.
Hit-boxes will be exactly like model shape (and that need additional gameplay balancing).
Yeah, I can imagine so, either adjust the size of the projectiles or the alien to achieve this. This alone will probably take quite a bit of testing to balance. The tenancy in tremulous is that the more skilled both teams are, the stronger humans tend to be, the less skilled both teams are, the strong aliens are. So not only do you need to balance, but you also need to balance with a suitable group of players. (average I guess)
By the way, one of the things I really like about tremulous is that you can stand on the edge of a hit box without slipping off, consider keeping that in Tremulous2, it makes for a lot of strategies and generally just makes navigation easier.
-Make the luci jump more viable again (Increased knockback, decreased self damage)
It will be similar like in 1.1.
Good to hear, people like Quake 3 games because like to fly around the map with rocket jumps.
-The temporary poison immunity to be reintroduced
?
Ok, I was really unclear about this. What I meant is that you give the medikit the temporary poison immunity. in 1.2 this was removed, and this made the alien strategy post S2 is to literally just suicide poison the humans to stop them from attacking your base. The bigger the map and farther away human base is from alien base, the more effective this suicide poison tactic works. I think medikit should have that 10 (or whatever it was in 1.1 I don't remember) second window for the human to fight off the alien without being poisoned to death right after every fight.
-Bring back the hovel with strict entry and exit restrictions to prevent glitching. The one granger sitting in the hovel will have their build timer count down twice as fast.
Hovel will be back, but faster build timer inside is nice idea
Shut up and take my money.
-Advance Goons: Sniping barbs no longer add poison
Sure. They adding poison in 1.2?
Yeah, I think it's pretty stupid how an adv Dragoon won't even fight me sometimes, just snipe me with a poison barb, run back to base, rinse and repeat.
-Sudden Death: The armory, medistation, and booster are rebuildable again. Triple free evo/credit generation to promote rushes.
Sudden Death should end "unlimited games" and if you will allow to rebuild these important buildings, game can turn into "unlimited" again. So - in default no.
My concern isn't about "ending games." The problem is that buildables have much different values to humans and aliens. You kill a booster, sure, it sucks for aliens, but they can still heal and evolve. (Not to mention the adv basi is a booster) But if you kill an armory, its GG. The alien's "armory" has ~300 more hp. But the biggest problem is the medistation. It literally takes 2 swipes from any alien bigger than a mara to turn the human team in to an assured evo farm. If the booster is still up, its really GG because you just have to touch them once to get a kill, meaning humans have very little chance in SD. I can definitely testify to this from personal experience from 1.2 Another thing to note, is that due to the nature of human vs alien base building styles, it is by far easier to fit a second booster than a second medistation, simply because aliens are less reliant on other structures.
Something to consider, perhaps you find a way to balance SD without rebuildables, but in that case maybe the medistation in particular should be a little harder to kill. And I never understood how turning of evo/credit regeneration helped SD end games, I feel like if players have more credits and evos, they will be more likely to rush and end the game.
Other suggestions:
This is a bit out there, but I think it would be need to have a matchmaking system. Kinda like a scrim finder for teams of 3s, 5s and 7s. You would be able to queue up and find other teams to play against. This could really get competitive play going and might even open up other additions like a ladder or a competitive circuit.
I am not sure about this feature for this type of game. There is no lobby in this game, so most of players mainly playing long games (30 minutes+). Waiting for fullfill your queue with specified/clan players can be very long.
It depends. If your game gets really popular, it might be easy to match clans up. But the way tremulous is now, you're definitely right. Its really just wishful thinking on my part.