- Class Limits Via Loadout - To limit the amount of heavy bolters or carnifexes in a game (which both sides desperately need), I think a "squad loadout" screen should be implemented. You'd equip your guy with weapons and armor that you could "buy" the ability to use with points. How many of each "tier" weapon your team could have would depend on how many people were playing that game, but no more than 1/4 the team seems reasonable. So you could still have Heavy Weapons Marines, but first you'd have to get enough points to buy the ability. And then you'd have to have less than the limit to do it.
- Make Spacehulk be Terminator/ Genestealer only - give Genestealers a huge speed boost, at the cost of no ranged attack and weaker claws (not instakill like the others); give Terminators enough health to stand up to nids in close combat and a melee weapon that's worth using (power fist?)
- Faster respawn time for Tyranids - Let's face it, a 20 second respawn is slooooow. And for 'nids, who are supposed to work as a swarm, it's downright absurd.
- Dreadnaughts/Hive Tyrant classes - This class would have to be restricted to larger matches on larger maps, obviously, but I think it would be a nice addition to the mod, and break up the boring models (all the space marine classes look the same, all the nids are monochrome red)
- A larger, open map - This is the only map that should have npc imperial guard / gaunts. It'd also be a good map for the dreadnaught or hive tyrant
- Fix Scything / Monstrous Talons - Make the hitbox smaller (just what the model animation could hit) but make it an insta-kill. Nothing is more frustrating than clawing someone, but they survive with one life and their teammates kill you; except, that is, for getting clawed from ten feet away.
- Health recovery - I think it'd be nice if the nids could regain health by "eating" ragdolls (either nid or marine), but I don't think marines should have to have an apothecary. I mean, who wants to get stuck playing as him? Instead, maybe make their health regenerate very slowly while they're out of combat (i.e. if they get use one of their weapons).
- Ammo dumps - This doesn't need to be super drastic, but it'd be nice if there would be some ammo sources other than fallen teammates. In fact, just have some by the first objective in each map (i.e. the sandbag room in space hulk, the pipe in hive, the outpost in digsite) to make holding out an option.
- Make dropped weapons stick around as long as ragdolls do
Maybe I didn't clarify the first one enough. I'm picturing it as working like so:
- You're not switching character classes, just weapon / armor loadout.
- You use points to buy the ability to use certain weapons or armors, but once you've unlocked the ability, it's always allowed (until the next game)
- How many of each weapon / armor you can have (as in a concrete number) is calculated automatically by the game.
- How many weapons are available to your squad functions as a limit on how many of each "tier" weapon you can have. (preferably 1/4 of the team / weapon)