Cut out 50% + some catagories due to 20,000 character limit. Please mention the section number and letter in your responses. For example, #4,C. 1. Max changes 2. Empire specific Max changes 3. General infantry changes 4. Heavy changes 5. Friendly Fire 6. Interface 7. Player/Squad/Platoon Changes/additions 8. Tank changes 9. Empire specific tank changes 10. Sundys 11 Galaxys Everything listed is taken in mind with each empires core traits and themes. I've listed those bellow to be clear. TR Lots of ammo Lots of weapons Fast firring Vanu Fast/Agile Cloaking NC Shields Big health Big damage. #1. Max changes A) Increase model heights/sizes B) add a third and fourth health bar(only a third for the Vanu Max, explain in section #2) C) remove the charge ability D) remove the ability to sprint E) remove the ability to be revived F) Reduce movement speed by 10% Intention This makes Max's more what they were designed for. Slow moving, tanky infantry that push the line forward. The survivability of a Max is greatly impacted by the removal of sprint and charge, but tailors it to how it should be used. A heavily team based unit. Stray from your team as a Max and you will die. The inability to be revived make's Max's remain closer to team mates, and be more conservative with their gameplay. It also makes it more rewarding to kill a Max, just like it would be to kill an mbt. Killing a Max currently has very little impact on game play, and the enemy team. Max's now become heavy duty, dependant, tank infantry, which are more used for soaking up damage and being a meat shield for the team, rather then being a hyped up heavy assaultsprinting and charging all over the place, being revived because death isn't punishing. The added height and model sizes serve 2 purposes. One, it makes it more incline with the changes being made, with the health buffs and speed nerfs. And 2, it helps prevent friendly fire, by raising the cross-hairs of Max's another foot above friendly's. #2. Empire specific max changes TR A) Lockdown takes 1 extra second to lock/unlock. B) (had ideas for a deployment shield to kick in once locked down, but scrapped due to being op with the global) Max changes listed in #1.) Intention The TR Max, with the added health mentioned in section #1, make lock down much more viable. The main reason lock down isn't worth it at the moment, is because its to easy to kill the Max, while immobile. But with the added health, locking down suddenly becomes a viable option. It makes you much more powerful at holding down key locations with out feeling like you'll be killed from a single rocket. You become a mobile deployable turret. Vanu C) Cloaking D) Keeps its current sprint ability Intention The cloaking and mobility are special traits among Vanu. This not only allows the Vanu Max to move quicker then any other Max around the battlefield, but allows it to ambush and flank much easier also. It allows it to get to destinations much safer then the other 2 teams also. The Vanu Max puts survivability, and flanking, as its 2 special traits. NC E) remains the same, the shield will be more useful with more health for advancing/retreating F) Keeps second hand active while using the shield, allowing for the Max to shoot and advance at the same time. (possibly over powered combined with changes made in section #1) G) Give ravens a 3 second reload time. This is partially due to ravens greatly out classing all other AV Max weapons, but also because I am trying to, as a whole, reduce the amount, and intensity, of the AV in the game. This is one of the largest sources of AV. Intention The shield for the NC is not very valuable at the moment, because you simply don't have the health needed to make it worth it. Now, with the health bonus, once you remove your shield, you wont be killed instantly by one or 2 heavys with their rockets aimed at you because you've been moving 1 mile an hour. Now, you'll have enough health once close, to make your glowing shield that says "hey, im over here, and I'm coming straight towards you, but take your time getting ready to fight me" more useful. This is something that will be made very evident through game play. #3. General Infantry changes All A) Allow for 2 implants to be active at once B) can pick up the primary weapon of a dead player. If the player is revived, they will simply have the weapon you swapped for theirs. C) Smoke(from all sources, such as grenades, launchers, smoke screens on vehichles, etc) lasts twice as long D) Trialing a weapon unlocks all attachments, and max lvl upgrades during its trial. E) Make V-0 be a voice command to get in the vehichle, rather then a check fire voice call. This would be extreamly helpfull for obvious reasons. Infultraitor F) double the cloak times for vanu G) Include adrenaline pump in the "Infultraitor certs". You are, theoretically, carrying the least gear of all the classes. It makes sense for you to be able to run slightly faster then all of them. Light asult H) greatly reduce hipfire while airborn for the light asult - Include adrenaline pump in "Light asult certs". This is not worth switching out anything else for, but is a nice addition to have as a light asult. Again, like the infultraitor, theoretically you're carrying way less gear then all the other classes. It just makes sense. Medic I) remove c4, it undermines the light asult and heavy asult classes, every class shouldnt be able to kill vehichles J) double the time healing grenades remane active, i personally still find them useless, but this will help make them better K) Double each rank of Triage. Engineer L) add a second utility slot, so a player can carry tank mines, and claymores, for example M) remove av turret, theres just simply way to much av in the game atm, every class basically kills vehichles M) Ability to hold and place 2 spitfire turrets at once #4. Heavy assault changes TR A) can equip any primary weapon as the secondary weapon, allowing for 2 different primary weapons B) remove over shields Intention A greater supply of ammo, and weapons, allows the TR heavy's to carry 2 primary weapons, with out impacting the empires vast supply's. The TR heavy is all about guns, and allowing 2 different primary weapons to be carried is a gun guys wet dream. Vanu C) can cloak(hunter cloaking) D) remove over shields Intention Again, in-line with the Vanu theme, of cloaking. Pretty straight forward, the Vanu heavy assault can cloak. Hunter cloaking replica basically. NC E) keeps all 3 current over shields F) Greatly reduce movement speed, to half or less, while shields are active. Intention NC are vanguard type players, they keep the over shields currently in the game. Many players hate the over shields, and many feel they're an important part of the teamwork of heavy asults. I've removed the over shields from 2 of the 3 teams, while keeping it for one team, so the devs have less work to do, and people who like the shields are not completely upset. This makes people on both sides of the overshield argument happy. #5. Friendly fire A) Taking to much friendly fire will add to your meter just like friendly fire will. Its not fair for regular players to get warnings if you're constantly running in front of everyone giving everyone friendly fire warnings. B) You will receive a loss of xp, if you kill a teammate/destroy a friendly vehicle. Equivalent to what ever the gain would be if you killed an enemy player/vehicle. C) Getting your weapons locked, also means you can not drive a vehicle. #6. Interface changes/options Essentially, I want to be able to have a very cinematic experience while playing, like the draw hud option, but still be able to show my self what I want to see, with out having to exit what im doing and go into my options to basically hit a "show all, or show nothing" button. I know what/where infantry terminals are, I know where teleporters are, I don't need to see the icons above everything. A) Pressing H has a cycle of three options, instead of 2. A small map, a large map, and a hidden map, that hides the minimap entirely from your screen.(when hidden, includes the objective points(A,B,C,D) B) Checkbox to enable/disable chatbox showing up when someone types in chat. C) 3 personal way-points, instead of one. D) key binded option/checkbox to hide/show tracked directives on my screen. E) An opacity scale for the hip-fire radius indicators. F) In both hud modes, make this entire section fade away after a moment, just like scrolling through your weapons and gear does. (check-box to enable/disable this feature) (enter photo here) G) When you right click on the map, include options to remove specific waypoints. This helps solo players, squad leaders, and platoon leaders. Being able to remove one waypoint, and not losing all your other platoon/squad/personal waypoints + smoke, would be amazing. H) Checkbox option to show/hide additional waypoint options(aka the options to remove a specific waypoint, as the removal options essentially double the waypoint options list) I) Ability to leave/enter command chat If I'm playing with a few of my friends, I really dont need/want to hear command chat. We want to do our own thing, and just fight at a base. I don't want to have to use an external chat system, such as teamspeak or skype, just to talk to my friends while I play a game. A simple check box in my voice tab, that enables/disables command chat poping up would be very nice. J) Checkbox to enable/disable the showing of terminals. K) Checkbox to enable/disable showing of teleporters. L) Checkbox to enable/disable showing of outposts. M) Checkbox to enable/disable showing of objectives(A,B, and so on) N) Priority voice option. For example, if you have command chat set to the priority voice chat, and have the scale set to 80%, when someone speaks in command chat, it reduces all other voice audio by 80% while the person in command chat is speaking. O) Checkbox to enable/disable showing of chatbox when someone hits v and says something. #7 Solo/Squad/Platoon Changes/additions A) Additional spawn beacon levels. Each level would cost 1 thousand certs, and add a squad to be able to spawn on the beacon. For example, the first level would allow bravo squad to spawn on your beacon for 1k certs. The second level would allow Charlie squad to spawn on your beacon for 1 thousand certs. The third level would allow Delta squad to spawn on your beacon for 1 thousand certs. This is very expensive, but very useful for platoon leaders. B) Players who are not in a squad can spawn at any base that contains a disconnected lattice. AKA an enemy base touching it. This keeps it so platoons cant mass dump people on bases that are about to fall, but also allows solo players, such as my self most of the time, to not have to spawn and redeploy 10 times just to get to a base with a fight we want to be at. And I'm definitely not spending all the resources to spawn a Valkyrie just for my self, to get to a base so I can play. This is also very helpful to new players, as usually the spawn options are either a base that's falling, and being out poped, which will result the new player in sitting in the spawn room, or a base that has 1-12 players, also not fun for new players. What's the point of being an mmo fps, if all a new experiences are 1-12 player fights? #8. Tank Changes (Most people want tanks to have a little more health. I personally think the health of the tanks is fine, its the sheer amount of AV in the game, and the fact that essentially every single class in the game can kill tanks. My solution is listed above, in the infantry changes, where I remove alot of the AV, instead of buffing mbt health.) A) combine all the armour platings together as one option, but with levels, each level adding one of the platings(including mine guard) B) reduce the time it takes for auto repair to start after damage from 12 seconds, to 9 seconds C) cant be spotted with Max lvl stealth, each rank also reduces the distance you appear on the minimap when firing, meaning at Max lvl, you wont show up on the minimap when firing D) proximity radar is basically turned into scout radar, transmitting the data to all nearby friendly's E) Add each empire specific mbt ability to the "X certs" Section, freeing up the utility slot for fire suppression or smoke. This allows mbt drivers to not only spend more certs on their vehicles, but customise it further to their play style.(unsure how this work work for vanu, as this document provides 2 different empire specific cloak options for the Magrider, unless ambush cloaking was scrapped) #9. Empire specific tank changes TR A) Lockdown also effects secondary gunner B) Increase lockdown/unlock time by one second Intention Specialise the prowler for ranged combat. With the changes brought to the other teams, the prowler is even less effective while not locked down in comparison, but the second gunner getting the bonous helps emphasise the need and power of locking down. Vanu C) Remove mag burner D) Slight enhance the control and speed of stafing E) Replace with two different options of cloaking ability's enhance(stealth'd from minimap while cloaked) (Both cloaks remain active even if the vehicle is not occupied) F) 1. Hunter cloaking, drains while active, recharges while deactivated G) 2. Ambush cloaking, drains instantly when you move, remains indefinently when not moving. takes along time to recharge. Intention Make the Magrider more in-line with Vanu traits. Rather then being a mountain climber, it gets the ability to chose one of 2 cloak options, making it drastically different then the other teams. The Magrider is all about survivability, and ambushing now. Its enhanced ability to strafe, and cloak, allow it to not only survive alot longer in the open, but also flank much easier and ambush other people. NC H) Shield isn't impacted by damage taken, purely time based I) Activated for 7 seconds total instead of 6 J) Can only be activated every 60 seconds, even at max lvl K) AP shell damage increase, by 200 L) Increase bullet drop Intention The ability to remain shielded for a much longer duration of time, greatly increases the survivability of the vanguard, and actually allows it to be exactly that, a vanguard. Allowing it to push straight into the enemy lines, and deal serious damage, and not have its shield be destroyed instantly allows the vanguard to truely earn its name. #10. Sunderrers A) Repair sunderrers also repair Max units B) Ammo sundys also replenish the ammo of Max units C) Someone hitting resuply at your sundy, will give you 10xp, same as an engineers ammo kit D) Double the spawn xp for sundys, it is the most important vehichle for battles after all E) Raise the resource cost of a sundy to match a lightning F) Proximity radar is basically turned into scout radar, transmitting the data to all nearby friendlys G) Include one of the horns for free, like the NS B horn. It helps reduce friendly fire, helps get friendlys attention, and is just an over all feature that almost feels required for the sundy. #11. Galaxys A) Proxy repair also repairs max units B) Proxy ammo also replenishes max ammo C) Air pads give repairs. D) Double the range for proxy repair. As someone who has fully certed up the proxy repair ability, and spent thousands of certs doing so, I can honestly say its not worth it. As cool as it sounds to have 2 repair gals together, the likely hood of both people having it certed to the point where its usefull, is very slim. Why is this important? Because it serves 0 value to your own ship. So, either you're using other galaxys as meat shields, and repairing them, which is also impossible, because of how big galaxys are, and how small the raidus is on the proxy repair. Unless the other galaxy is still, and above/below you, you are not going to be repairing it. Its impossible to use while moving, which greatly reduces its effectiveness. To make matters worse, esf's are constantly crashing into me, locking my weapons, trying to get repairs. The radius is so small, even esf's have to basically get right in my face just to simply get repaired. This is bad enough when I'm still, when im moving its even worse. As it stands, unless your using voice chat with another galaxy pilot, and you both have proxy repair, and you both have it fully certed, there is very little, if no, value in equipping proxy repair on the galaxy. Even then, you and your friend will crash into each other half the time also, because of how big galaxys are, and how small the radius is. Infact it's actually a negative, due to how many friendly planes crash into you, giving you friendly fire warnings, because of how close they have to be. You're basically spending thousands of certs, to cert up a weapon locking, friendly esf killing cert tree.