This will be seperated into ALIEN/MARINE factions, W-Y/RESEARCH/MEDICAL, GENERIC, and MISC. Posts.
V.2 CURRENTLY GOOD TO GO as of 3-4-17
-there are still new suggestions i need to grab
-some of the suggestion lists need better organization
all in all though, its got almost all of the suggestions in the main area, so
ALIENS: (Ready to go as of 3-5-17) 3 suggestions missing
► Show Spoiler
EMPRESS
and egg sacs:
Queen gains eggsack
Change queen sprite to have eggsack on it
Queens have egg-laying sac.
Queen ovipostier
and the hive commands:
Queen command textbox QoL improvements
Queen can see locations of all aliens in hive
Increase hive order textbox size
Queen can restrict evolutions
Evolutions show on hive status
Queen gains hive camera system
Hive status list has filter for dead xenos
Hive Status verb improved/reworked
and all the other stuff:
Queen has stronger grip
Hivelord/Queen have HUD viewbar to see all aliens Plasma/Health
Queen has more hand slots
Ancient empress buff
Queen immune to small explosives
Deafness does not block screech
Queen can only launch ships when most marines are in the sulaco
All larva and drones given alert of becoming queen
Empress given new sprite
Queen gibs strip gear
HIVELORD
and tunnels:
Rework tunnel system
Hivelord tunnel creation annonced in chat
Hivelord can name tunnels
and everything else:
Hivelord retains drone acid ability
Hivelords given shorter evolution time
HUGGERS
Huggers die with alien death
Huggers are killed if the host is decapitated
Huggers only attack prone marines
Huggers act as breathing mask.
Huggers cannot be face-stabbed
Reduce hugger size, add animation sprite (possibly solved)
Dead huggers can only be picked up with help intent on
Huggers appear ontop of supply crates
Huggers are stunned when dropped from a stunned alien
Huggers are mobs
Queen can create playable hugggers
dropped/thrown huggers take time to ready
Xeno cannot slashed hugged hosts
Huggers take few seconds before they sleep a person
Facehugger mutes marines
Huggers have carried sprite
LARVA
and grilles:
Larva can move through grilles/wall girders
http://colonial-marines.com/viewtopic.p ... [url]Larva run under grilles[/url]
and hiding:
Larva go into "hide" mode after 5 seconds.
SSD larva can hide in walls
Larva spawn with hidden on
and everything else:
Players can be alien embreyos and burst on command
Players cannot burst if in critical state
Players can play as larva inside hosts
Animate larva
Bursting marines create noise (possibly solved)
Infection grants healing
Larva cannot leave the hive
Larva can crawl into dead bodies
DRONES
Drones gain plasma when eating corpses
RUNNER:
Runners have a stalking animation sprite
Runners can spit acid
Runner does not have stomach acid
Runners only hide when stalking
PRAETORIAN:
Praetorians create pheromone jelly
Praetorian increase plasma, speed, new ability
SPITTER:
Spitter nerotox range increase
Boost spitter run speed
CRUSHERS:
and facing
Crushers can lock their facing
Crushers are direction locked.
and tackling
Crusher tackle nerf
Reduce crushers tackle.
and everything else:
Crushers more vulnerable to fire
crusher nerf.
Crusher stun change
chrusher either loses lethality or stomp stun
Crusher stomp deals damage on downed players.
Increased crusher charge resist for R-Walls
Crusher plows snow away during charge
BOILERS:
Boiler buff to speed/cost/acidity
HUNTERS:
Hunter cloaked sprite change
Hunters cannot pounce while in stealth
SENTINEL:
Sentinals gain Regen/spit/ability buffs
CARRIERS:
Carriers gain T-3 movement priority
RAVAGER:
Boost ravenger health
Ravenger rework/buffs
Remove random limb target nerf for ravengers
Burning ravangers gain extra buffs.
Ravengers can charge through metal grille(b)'s
Resprite ravanger/carrier sprites/ add new evolution chart
ravengers can store multiple charge attacks
Pouncing takes off hiding
STRUCTURES
and eggs
Eggs can be moved.
Hatched eggs decay
and membranes
Membranes can be spit through
Membranes are as strong as walls
Membrane plasma costs lowered
Xeno can pass through membrane walls
Resin membrane replaced with barricade
and weeds
Weeds grow/die if sac is/nt present
Weeds on walls create resin walls
Purple sacs can be shot
Weedsacs can only be placed on weeds
Weed sacs store plasma/life
and nests:
Nesting extinguishes fire
resin nests heal xenos
Cannot tackle/touch nested in anyway
Being in nests causes comm problems
Remove nests, add nest walls
Can de-nest players via clicking on player instead of nest
and everything else
queen/hivelords create stronger buildings
Resin walls can be reinforced
Sticky resin should be quicker to destroy
Being near marines prevents resin building, but increases evolution
Resin plasma well construct
and egg sacs:
Queen gains eggsack
Change queen sprite to have eggsack on it
Queens have egg-laying sac.
Queen ovipostier
and the hive commands:
Queen command textbox QoL improvements
Queen can see locations of all aliens in hive
Increase hive order textbox size
Queen can restrict evolutions
Evolutions show on hive status
Queen gains hive camera system
Hive status list has filter for dead xenos
Hive Status verb improved/reworked
and all the other stuff:
Queen has stronger grip
Hivelord/Queen have HUD viewbar to see all aliens Plasma/Health
Queen has more hand slots
Ancient empress buff
Queen immune to small explosives
Deafness does not block screech
Queen can only launch ships when most marines are in the sulaco
All larva and drones given alert of becoming queen
Empress given new sprite
Queen gibs strip gear
HIVELORD
and tunnels:
Rework tunnel system
Hivelord tunnel creation annonced in chat
Hivelord can name tunnels
and everything else:
Hivelord retains drone acid ability
Hivelords given shorter evolution time
HUGGERS
Huggers die with alien death
Huggers are killed if the host is decapitated
Huggers only attack prone marines
Huggers act as breathing mask.
Huggers cannot be face-stabbed
Reduce hugger size, add animation sprite (possibly solved)
Dead huggers can only be picked up with help intent on
Huggers appear ontop of supply crates
Huggers are stunned when dropped from a stunned alien
Huggers are mobs
Queen can create playable hugggers
dropped/thrown huggers take time to ready
Xeno cannot slashed hugged hosts
Huggers take few seconds before they sleep a person
Facehugger mutes marines
Huggers have carried sprite
LARVA
and grilles:
Larva can move through grilles/wall girders
http://colonial-marines.com/viewtopic.p ... [url]Larva run under grilles[/url]
and hiding:
Larva go into "hide" mode after 5 seconds.
SSD larva can hide in walls
Larva spawn with hidden on
and everything else:
Players can be alien embreyos and burst on command
Players cannot burst if in critical state
Players can play as larva inside hosts
Animate larva
Bursting marines create noise (possibly solved)
Infection grants healing
Larva cannot leave the hive
Larva can crawl into dead bodies
DRONES
Drones gain plasma when eating corpses
RUNNER:
Runners have a stalking animation sprite
Runners can spit acid
Runner does not have stomach acid
Runners only hide when stalking
PRAETORIAN:
Praetorians create pheromone jelly
Praetorian increase plasma, speed, new ability
SPITTER:
Spitter nerotox range increase
Boost spitter run speed
CRUSHERS:
and facing
Crushers can lock their facing
Crushers are direction locked.
and tackling
Crusher tackle nerf
Reduce crushers tackle.
and everything else:
Crushers more vulnerable to fire
crusher nerf.
Crusher stun change
chrusher either loses lethality or stomp stun
Crusher stomp deals damage on downed players.
Increased crusher charge resist for R-Walls
Crusher plows snow away during charge
BOILERS:
Boiler buff to speed/cost/acidity
HUNTERS:
Hunter cloaked sprite change
Hunters cannot pounce while in stealth
SENTINEL:
Sentinals gain Regen/spit/ability buffs
CARRIERS:
Carriers gain T-3 movement priority
RAVAGER:
Boost ravenger health
Ravenger rework/buffs
Remove random limb target nerf for ravengers
Burning ravangers gain extra buffs.
Ravengers can charge through metal grille(b)'s
Resprite ravanger/carrier sprites/ add new evolution chart
ravengers can store multiple charge attacks
Pouncing takes off hiding
STRUCTURES
and eggs
Eggs can be moved.
Hatched eggs decay
and membranes
Membranes can be spit through
Membranes are as strong as walls
Membrane plasma costs lowered
Xeno can pass through membrane walls
Resin membrane replaced with barricade
and weeds
Weeds grow/die if sac is/nt present
Weeds on walls create resin walls
Purple sacs can be shot
Weedsacs can only be placed on weeds
Weed sacs store plasma/life
and nests:
Nesting extinguishes fire
resin nests heal xenos
Cannot tackle/touch nested in anyway
Being in nests causes comm problems
Remove nests, add nest walls
Can de-nest players via clicking on player instead of nest
and everything else
queen/hivelords create stronger buildings
Resin walls can be reinforced
Sticky resin should be quicker to destroy
Being near marines prevents resin building, but increases evolution
Resin plasma well construct
GENERIC ALIEN SUGGESTIONS:
► Show Spoiler
GENERIC ALIENS:
and darkvision:
Darkvision oppacity changes
Darkvision is done via opacity scale, instead of on/off.
Aliens have darkvision UI HUD
and devouring
Aliens cannot devour living humans.
Remove devouring, add perma-nesting
Devour resisting has cooldown added
Devouring removed, xenos can drag into tunnels
Devouring turns off headsets
Sound effects for devour
Dead monkeys can be eaten
and x-ray vision
Xeno can only see heat through walls
Xeno can only see heat outlines through walls
Mobs out of direct line sight are fuzzed out
and acid/spits
Acid attacks damage armor
Acid spit range lowers with consecutive spits
Aliens can spit resin
Acid can unweld vents
and the UI
xeno plasma/health bar have numbers
Evolution que UI
verb to display number of remaining evolution slots for the hive
Aliens gain plasma emote
Aliens have medical HUD
Removal of pounce/spit macros
Aliens gain medical hud
Ui shows what spit type is active
Aliens can priority mark mobs for attack
and the pouncing
Pouncing on riot shields knock both over
Pouncing removes hiding
Spears knockdown pounces
Xenos cannot pounce when in pred mine
and moving/shooting with/through/into/outof aliens:
Larger aliens can always move through smaller aliens.
Xenos limbs can be individually targeted
Aliens speed in/decrease depending on health
Aliens cannot shoot through other aliens
Limb targeting is randomized for aliens.
Marines cannot pull larger xenos
Aliens are slowed down slightly when damaged
Small aliens cannot pull large aliens quickly
and grabbing:
Rework alien tackle, can now grab
Aliens have stronger grabs
Xeno can grab sentries
and the everything else
aliens gain role specific comms
Aliens prevented from building early game Colony hives
Wildlife react to xenos
Xeno castes given a more distinct color palete.
Aliens gain Hivemind overseer
Huggers can only exist in eggs, allow perma-tackle, carrier rework.
Aliens can slash off armor lights
Rework ancient evolutions
Aliens can be effected by chemecials
Xenos can smoother flares/river extinguish
Xeno have evolution point pool
Upgrading creates noise
Ancient xenos honored at end of game
Xeno gib when killed by fire
Aliens no longer immune to space
During low-pop rounds aliens are buffed
Low health xeno leave blood trail
Xeno can cut exposed wires
Aliens cannot attack when knocked down and stunned
Xeno wins play new sound clip
Gibbed xenos leave gas cloud
Make plasma transfering easier
Alien bodies can be stored in bodybags
Aliens can open false walls
Xeno leave scatch marks on opened doors
and darkvision:
Darkvision oppacity changes
Darkvision is done via opacity scale, instead of on/off.
Aliens have darkvision UI HUD
and devouring
Aliens cannot devour living humans.
Remove devouring, add perma-nesting
Devour resisting has cooldown added
Devouring removed, xenos can drag into tunnels
Devouring turns off headsets
Sound effects for devour
Dead monkeys can be eaten
and x-ray vision
Xeno can only see heat through walls
Xeno can only see heat outlines through walls
Mobs out of direct line sight are fuzzed out
and acid/spits
Acid attacks damage armor
Acid spit range lowers with consecutive spits
Aliens can spit resin
Acid can unweld vents
and the UI
xeno plasma/health bar have numbers
Evolution que UI
verb to display number of remaining evolution slots for the hive
Aliens gain plasma emote
Aliens have medical HUD
Removal of pounce/spit macros
Aliens gain medical hud
Ui shows what spit type is active
Aliens can priority mark mobs for attack
and the pouncing
Pouncing on riot shields knock both over
Pouncing removes hiding
Spears knockdown pounces
Xenos cannot pounce when in pred mine
and moving/shooting with/through/into/outof aliens:
Larger aliens can always move through smaller aliens.
Xenos limbs can be individually targeted
Aliens speed in/decrease depending on health
Aliens cannot shoot through other aliens
Limb targeting is randomized for aliens.
Marines cannot pull larger xenos
Aliens are slowed down slightly when damaged
Small aliens cannot pull large aliens quickly
and grabbing:
Rework alien tackle, can now grab
Aliens have stronger grabs
Xeno can grab sentries
and the everything else
aliens gain role specific comms
Aliens prevented from building early game Colony hives
Wildlife react to xenos
Xeno castes given a more distinct color palete.
Aliens gain Hivemind overseer
Huggers can only exist in eggs, allow perma-tackle, carrier rework.
Aliens can slash off armor lights
Rework ancient evolutions
Aliens can be effected by chemecials
Xenos can smoother flares/river extinguish
Xeno have evolution point pool
Upgrading creates noise
Ancient xenos honored at end of game
Xeno gib when killed by fire
Aliens no longer immune to space
During low-pop rounds aliens are buffed
Low health xeno leave blood trail
Xeno can cut exposed wires
Aliens cannot attack when knocked down and stunned
Xeno wins play new sound clip
Gibbed xenos leave gas cloud
Make plasma transfering easier
Alien bodies can be stored in bodybags
Aliens can open false walls
Xeno leave scatch marks on opened doors
CLASSES
► Show Spoiler
New marine squad class: science technician
Creation of ammo marine class
MPS:
MP warden rank
MEDIC:
Medics/doctors have movement priority
M3 armor has medic varient
SQUAD LEADER
and the beacons:
Orbital bombardments without beacon tracer
Orbital bombs follow pattern:
Orbirtal/supply becons can fit in ammo belt.
Increase OB explsion, reduce warning
OBs have preset coordinates
OB's have more range, less accracy, diffrent warning
Remove OB beeping
Rasputin gunfire run beacon
and the everything else:
Squad leaders have 4 helmet slots
SL's gains SecHud glasses
Binoculars gain night vision
Squad leader displays UI icon
Squad leaders have full colored helmet
Squad leaders have sprite insignia
Squad leaders dinstinct on radio
Squad leaders hold all AP ammo
Marine squad leader pointer
ENGINEERS
and new buildings/equipment:
New portable spotlights
barb wire
Razor wire
Tank trap creation
Re-add gun emplacements
Engineers can now mark out droppod landing zones
Engineers gain entrenching shovel
and claymores:
Mines dont work under wall structures
Claymores planted on doors explode
and the sentry gun:
Sentry gun AP ammo/ IFF tag system
Sentrys gain gunshields
Sentry guns carry binoculars
and the everything else:
Combat engineers assigned to detail
Squad engies cannot access ship engineering(solved)
Marine explosives can be wired with triggers
COMMAND
and the consoles
Bo/MP's can emergency override CO console
CO computer can access sqaud overview for all squads
Overwatch console displays OB countdown timer
Bo's can override comms console
Heartbeat console display for command
Enlarge command announchment text box
CO console can see all squads whenever
COs can set acting SL's
Real time map console
Crew manifest organized by name/type filter
and the everything else:
Remove command access to MP armory
CO/XO can use stun batons
BO can talk to all marines
Add platoon leader rank
Creation of encrption key printer
Command gains non-letheal baton
Medals can be given to marines
CARGO
and the big RO voice:
RO has big comms voice
RO has bold text
and the attachments:
targeting harness attachment that works with all weapons
Add smg stock attachment
Laser sight attachment
Equipment resupply cart
Attachment crates scale with population
Attachment vendor created for marines
and the everything else:
Take armory ammunition and place it in cargo venders
Xeno corpses give cargo points
Corpses give cargo points
Can launch supplies back to the SULACO via beacons
Cargo gains bulk ammo round boxes
RO can lock supply console
SPECIALISTS
and the tokens:
Spec ID cards have attached token
Specialists spawn with token
and the b-18's:
B18 gauntlets deal increased melee damage
Increase b18 resistince
B-18 has anti-knockdown boots
B-18 ability upgrades
and the riot sheild:
Riot shield blocks 25% huggers
Bulletproof shield
Riot shield blocks huggers
Bulletproof riot shield
Riot shields 100% block spit, breaks
and the everything else:
2 specialists deployed per squad
Cryo'd spec gear placed in Cryo oversight console
Specialists have access to mech's at round start
SADAR has a minimum range
Marines must stand still to fire sadar
mk221 shotguns for specialists
Snipers can shoot out of tarp
Rework spec marine weapons
Add a spec mortar weapon
Custom Grenade belt/webbing for grenade launcher
Can reload sadars with another person
Sniper damage change
RASPUTIN/DROPPOD/PO
and comms on the ship:
Dropships have comms relay
Radios work on dropships
and the rasputin:
Rasputin side gunners
Rasputin gunfire run beacon
Rasputin can launch close air support
Pilot has ejection seat
Rasputin has rear gun turrets
Pilot gains more rasputin control.
Rasputin can land anywhere.
and the droppod:
PO pod control room
Droppod can only be called if beacons are turned on
and the everything else:
Dropship shows launch timer
Marines can override shuttle controls
PO rank change
Pilot helmets gain xray vision
PO's can lock ship launchs
Pilot gains extra gear
Creation of ammo marine class
MPS:
MP warden rank
MEDIC:
Medics/doctors have movement priority
M3 armor has medic varient
SQUAD LEADER
and the beacons:
Orbital bombardments without beacon tracer
Orbital bombs follow pattern:
Orbirtal/supply becons can fit in ammo belt.
Increase OB explsion, reduce warning
OBs have preset coordinates
OB's have more range, less accracy, diffrent warning
Remove OB beeping
Rasputin gunfire run beacon
and the everything else:
Squad leaders have 4 helmet slots
SL's gains SecHud glasses
Binoculars gain night vision
Squad leader displays UI icon
Squad leaders have full colored helmet
Squad leaders have sprite insignia
Squad leaders dinstinct on radio
Squad leaders hold all AP ammo
Marine squad leader pointer
ENGINEERS
and new buildings/equipment:
New portable spotlights
barb wire
Razor wire
Tank trap creation
Re-add gun emplacements
Engineers can now mark out droppod landing zones
Engineers gain entrenching shovel
and claymores:
Mines dont work under wall structures
Claymores planted on doors explode
and the sentry gun:
Sentry gun AP ammo/ IFF tag system
Sentrys gain gunshields
Sentry guns carry binoculars
and the everything else:
Combat engineers assigned to detail
Squad engies cannot access ship engineering(solved)
Marine explosives can be wired with triggers
COMMAND
and the consoles
Bo/MP's can emergency override CO console
CO computer can access sqaud overview for all squads
Overwatch console displays OB countdown timer
Bo's can override comms console
Heartbeat console display for command
Enlarge command announchment text box
CO console can see all squads whenever
COs can set acting SL's
Real time map console
Crew manifest organized by name/type filter
and the everything else:
Remove command access to MP armory
CO/XO can use stun batons
BO can talk to all marines
Add platoon leader rank
Creation of encrption key printer
Command gains non-letheal baton
Medals can be given to marines
CARGO
and the big RO voice:
RO has big comms voice
RO has bold text
and the attachments:
targeting harness attachment that works with all weapons
Add smg stock attachment
Laser sight attachment
Equipment resupply cart
Attachment crates scale with population
Attachment vendor created for marines
and the everything else:
Take armory ammunition and place it in cargo venders
Xeno corpses give cargo points
Corpses give cargo points
Can launch supplies back to the SULACO via beacons
Cargo gains bulk ammo round boxes
RO can lock supply console
SPECIALISTS
and the tokens:
Spec ID cards have attached token
Specialists spawn with token
and the b-18's:
B18 gauntlets deal increased melee damage
Increase b18 resistince
B-18 has anti-knockdown boots
B-18 ability upgrades
and the riot sheild:
Riot shield blocks 25% huggers
Bulletproof shield
Riot shield blocks huggers
Bulletproof riot shield
Riot shields 100% block spit, breaks
and the everything else:
2 specialists deployed per squad
Cryo'd spec gear placed in Cryo oversight console
Specialists have access to mech's at round start
SADAR has a minimum range
Marines must stand still to fire sadar
mk221 shotguns for specialists
Snipers can shoot out of tarp
Rework spec marine weapons
Add a spec mortar weapon
Custom Grenade belt/webbing for grenade launcher
Can reload sadars with another person
Sniper damage change
RASPUTIN/DROPPOD/PO
and comms on the ship:
Dropships have comms relay
Radios work on dropships
and the rasputin:
Rasputin side gunners
Rasputin gunfire run beacon
Rasputin can launch close air support
Pilot has ejection seat
Rasputin has rear gun turrets
Pilot gains more rasputin control.
Rasputin can land anywhere.
and the droppod:
PO pod control room
Droppod can only be called if beacons are turned on
and the everything else:
Dropship shows launch timer
Marines can override shuttle controls
PO rank change
Pilot helmets gain xray vision
PO's can lock ship launchs
Pilot gains extra gear
► Show Spoiler
EQUIPMENT\generic
and THROOOOOOWIN' NIVES
Uniforms can hold single throw knife
Throwing knives can fit in boots
Knife rig turned into accessory
Throwing knives buff (embed,damage,peirce)
Throwing knife buffs
Buff throwing knives
and knives marking stuff
Can carve objects with a knife
Knives can tally mark equipment
Carving names into equipment with knives
and bayonets
Marines can use bootknife while knocked down
Bayonets give deflection chance redux
Bayonets have small chance to deflect melee attacks
Bayonets dont need to be converted to be attached
Bayonet gains increased damage
Bootknife gains verb
and underbarrels
Underbarrel grenade launcher rework
Can reload UB launchers
Underflamers can be refueled
Can fire flares from undermounted
Rework underslung weapons
and weapons of all sorts
Shotgun can take supressor
Can transfer ammo from one magazine to another
Mk221 shotgun locked to command/Mps only
Attachments can be manufactured
Add shrapnel grenades
Rename m4a1 ammo
Increase buckshot range/reduce spread
verb to clean rifles/ gives accracy boost
Give HG 37-12 lore ammo cap of 8 shells
m240 has tank guage
Can tape magazines together
Flamerthrowers melt snow
SMG un/loaded sprite easier to see
Increase m240 pixel size
flash/smoke grenades effective vs. aliens
SLugs are stronger
Give marines a light anti-tank weapon
Add AP-Explosive rifle ammo
New accessary, twin revolver belt
Shotgun shell harness
HPR behaves like HMG
and everything else
Marines gain "evolution" style system
Personal first-aid kit for troopers.
Ammo satchel that holds 21 slots of ammo
Make ammo types more distinct
Restrict job positions
Shooting pointblack increases damage/causes self damage
Machete can pry open doors/crates
Add nightvision goggles
All marines have helmet cams
Standing still gives accracy buffs
Running and shooting nerfs, walking buffs
Marines underfire go into walk mode/ increase bullet dodge chance
Marines less reliant of ground comms
Remove briefing flashers
Helmets dont fall off when broken
All marines have HUD icon
Armor lowers neurospit stun chance
Marines cannot pull T3 xenos
Marines have visable gestures
Squad priority adjustment
Marines gain rank HUD icons
Flares light cigarettes
Can use grenade to sucide
Marines have chapel
Welders can be used without eye-protection
Snow shovels available on the SULACO
MOTHER console communication room on the SULACO.
Marines can no longer use advanced medkits
Automatic player join prevention if aliens occupy cryogenics.
Portable "throw-cam" camera equipment
Verb that relays squadmates relative positions
Caves cause Commlink static problems
Can place cigars in helmets
Comms scrambled in caves
Flares reworked
Store grenades in helmets, mortars added, thigh holsters everywhere
SULACO can be scuttled
Pounced marines stay knocked down
Steady-Aim mode
Adrenaline mechanic
Marines have increased reduction against pain with rank
Headsets can now fit in helmets
Increase walking benefits
Marine late joins removed upon alien console use
Can set squad preference
Map has grid coordinates
Diffrent pilot changes
Squad member list for SL's
and THROOOOOOWIN' NIVES
Uniforms can hold single throw knife
Throwing knives can fit in boots
Knife rig turned into accessory
Throwing knives buff (embed,damage,peirce)
Throwing knife buffs
Buff throwing knives
and knives marking stuff
Can carve objects with a knife
Knives can tally mark equipment
Carving names into equipment with knives
and bayonets
Marines can use bootknife while knocked down
Bayonets give deflection chance redux
Bayonets have small chance to deflect melee attacks
Bayonets dont need to be converted to be attached
Bayonet gains increased damage
Bootknife gains verb
and underbarrels
Underbarrel grenade launcher rework
Can reload UB launchers
Underflamers can be refueled
Can fire flares from undermounted
Rework underslung weapons
and weapons of all sorts
Shotgun can take supressor
Can transfer ammo from one magazine to another
Mk221 shotgun locked to command/Mps only
Attachments can be manufactured
Add shrapnel grenades
Rename m4a1 ammo
Increase buckshot range/reduce spread
verb to clean rifles/ gives accracy boost
Give HG 37-12 lore ammo cap of 8 shells
m240 has tank guage
Can tape magazines together
Flamerthrowers melt snow
SMG un/loaded sprite easier to see
Increase m240 pixel size
flash/smoke grenades effective vs. aliens
SLugs are stronger
Give marines a light anti-tank weapon
Add AP-Explosive rifle ammo
New accessary, twin revolver belt
Shotgun shell harness
HPR behaves like HMG
and everything else
Marines gain "evolution" style system
Personal first-aid kit for troopers.
Ammo satchel that holds 21 slots of ammo
Make ammo types more distinct
Restrict job positions
Shooting pointblack increases damage/causes self damage
Machete can pry open doors/crates
Add nightvision goggles
All marines have helmet cams
Standing still gives accracy buffs
Running and shooting nerfs, walking buffs
Marines underfire go into walk mode/ increase bullet dodge chance
Marines less reliant of ground comms
Remove briefing flashers
Helmets dont fall off when broken
All marines have HUD icon
Armor lowers neurospit stun chance
Marines cannot pull T3 xenos
Marines have visable gestures
Squad priority adjustment
Marines gain rank HUD icons
Flares light cigarettes
Can use grenade to sucide
Marines have chapel
Welders can be used without eye-protection
Snow shovels available on the SULACO
MOTHER console communication room on the SULACO.
Marines can no longer use advanced medkits
Automatic player join prevention if aliens occupy cryogenics.
Portable "throw-cam" camera equipment
Verb that relays squadmates relative positions
Caves cause Commlink static problems
Can place cigars in helmets
Comms scrambled in caves
Flares reworked
Store grenades in helmets, mortars added, thigh holsters everywhere
SULACO can be scuttled
Pounced marines stay knocked down
Steady-Aim mode
Adrenaline mechanic
Marines have increased reduction against pain with rank
Headsets can now fit in helmets
Increase walking benefits
Marine late joins removed upon alien console use
Can set squad preference
Map has grid coordinates
Diffrent pilot changes
Squad member list for SL's