I still play every now and then, but I've had to tweak my pathfinders into being playable (I gave them red dot and telescopic sight).
I have had other ideas to better balance the game but I don't think that's what you're looking for.
Anyway, I do have some ideas:
Suppression: a fighter may make a suppression action so long as it didn't run. The targeted fighter is immediately pinned but no wounds are inflicted. You must make an ammo roll. (Certain guns could have an ability to avoid having to make the roll like heavy bolters or pulse carbines)
Camo gear: makes partial cover count as full cover. (Instead of the range penalty)
Campaign changes:
Replace promethium with "intel". Once enough intel is gathered, your team can discover a high profile target and take them out. If you succeed you win the game.
Example missions:
Assassinate captain/war boss/ ethereal etc...
Destroy supply HQ
Defend vital building against a surprise attack
Each of these missions will involve high numbers of enemy special operatives in addition to the enemy kill team. So a space marine captain is guarded by 2-4 veterans before the enemy kill team shows up.
Promethium becomes a commodity and missions no longer give them to you for free. You need to get loot from the scavengers mission or steal some in the raid. These can then be used to buy cool stuff.
Resupply points: you get these at a steady rate and they carry over. Spending promethium gets you a lot more.
Black market: all items in this market are available to all players regardless of faction. They are more expensive than standard issue gear though and some require promethium.
Hiring special operatives: at the beginning of each game you get a special objective. Once you complete the objective you earn "favor" points that let you hire a special operative for a mission, you will then get a new objective.
These objectives will need to be completed in addition to the main missions objective. Example: kill enemy team leader, acquire 5 promethium, recover stolen assets etc...
Fighters advancing: fighters must complete 3 missions without going down or out of action to be eligible for advancing/promotion. When a fighter advances it costs supply points and they must sit out the next mission.
|