In order to get the most exposure to this thread as possible (because naturaly I want something I work hard on creating to succeed) and to allow for adequet room for discussion without culltering up the original thread, I have posted this as its own individual thread in addition to posting it into the already existing stickied suggestion thread. [align=center]Let me start off by asking a question. I'd like to know if you fine fellows who brought us SC2NOTD are the same equally fine fellows who brought us WC3 TFT NOTD Aftermath. If so then there is no reason to read any further, just know that I belive/know that if you were to take some (and by some I mean a lot) of the game mechanics imployed in NOTD Aftermath and transfer them over to SC2NOTD the game and its community would benefit greatly. If you are not the same creators then I have some suggestions for you.[/align] In No Particular Order 1. Randomization: From what I am told and what I have experianced there is very little change in the quest lines from game to game reguardless of difficulty. I believe that adding a few quest line possibilities (such as having a random chance of getting one of lets say three diffrent quest lines, like haveing to destroy viral nodes instead of rescuing civilians one game or somthing) and having a randomization of 3 diffrent bosses you could possibly face at boss fight stages. Then taking it another step further and add even more bosses and more difficult quest lines depending on which difficulty your currently playing. Depending on the bosses you faced and quests you completed a diffrent ending would play. If implemented this change could add massive replay value to the game. It will also give the older players somthing to do and intrigue newer players with the complex story lines and instill in them more motiviation to come back and play again. 2. Prone Stance: This will be a toggled action that would go in the marine actions menu (the one with the ping allied players position button). When toggled on the players unit will lay flat on the ground, giving them increased weapon range, incrased critical hit chance, and a very slight evasion chance agaisnt ranged units at the cost of reducing there movement speed to almost nothing. (perhaps some classes can move faster while prone then others? Or mabye some of them aquire greater benifits for going prone?) Scale the difficulty/number of enemies accordingly. This would be a nice addition to the game becuase it would give a more realisitic tone to the game, because if your a soldier and your camping a position your going to be prone. 3. Jumping: This will be a short ranged ability with a cooldown that would also go into the marine actions option menu. This will allow a players unit to jump from a higher elevation to a lower elevation. Depending on the fall distance players can go from having no ill effects at short distances, to suffering bone fractures at longer distances, to suffering a stun status as well as a dazed debuff on top of a bone fracture at even longer distnaces, to suffering a bleeding debuff on top of the previously mentioned ailments or death at extreme disntaces. (again some classes may be better at jumping then others, such as the agile recons) If implemented this change would bring greater options when pathing and I would go so far as to even say it would bring a new dimension to gameplay, challanging players to find new and creative ways to avoid mobs, not to mention the realism it would bring. 4. NVG: Night vision goggles would be a toggled action in the same menu as the previous suggestions. As a whole I suggest dampening the lighting of the entire game, after all you are on the dark side of the moon in a city with no power... your not getting much light. Doing this will make it nessesary to have night vision goggles which would tint the entire screen in green resulting in a clearer definition of objects and map features as well as a small vision radius bonus. This would again be to add a bit more realism to the game. 5. Umbrellas: These would be ranged human-soldier type enemys with abilities akin to the player classes, so you would have umbrella designated marksmens who could use the skill monoshot. I realize that a version of these already exist in the form of black ops, but those seem like piddly watered down versions of what they could be. These enemies would only appear during certain questlines and/or only certain difficulties. They would move in detatchments not unlike the currrent player groupings. This would add some much needed challange to the game, allowing players a taste of the terror of having to fight against there own abilities, and encourage team members to stick together and make smart decisions so you dont have every other high ranking person off doing there own thing which in all reality wouldn't happen in a real military squad. 6. Larger Map: the map should be expanded to be able to embrace these new changes, especially the randomization change, the more quest lines the more room you will need. I have since moved on at the suggestion of one of you fine chaps to UA3 in my search for challange. This does not mean the game wouldn't beneifit from these changes, it just means I will no longer be here to take up it's defense. Do what you will and good luck. Tl;Dr? Game needs more spice.