Mods adding new strategic options (and also fun
![Smile :-)](./images/smilies/icon_smile.gif)
Granger-dance is discussed in a separate thread.
Scare AKA taunt+nade: If a goon or a rant taunts behind a human carrying a grenade (within a given range), there is 50% chance the human will get scared and will drop the nade. It can be used in two ways: To prevent a human nading an alien base and to make a careless human nade his own base. Humans can counteract this by trying to face the nearby aliens.
This mod is already working on NALF's server.
A flying unit. I'm sure this has been discussed many times before. My idea is: Small, low HP, very fast, controlled like an airplane, causing damage by hitting a target. On the ground the unit would move quite slowly and only very small jumps (something like a granger). To get into air it would have to charge, when the charge is full, it would take off. While in air, the unit would have a constant speed (not able to slow down - like an airplane). Hitting a wall would cause it to fall and need to charge to take off again. I think this would make it limited enough not to be abused, would be ideal for attacking jets in large areas, and would add something novel to the game.
Ideas for balancing UBP
Higher damage/radius of exploding buildings. Two (or even one?) destroyed turrets/DCs/teslas would create an explosion strong enough to kill rets/DCs stacked close to it. This would prevent humans to build ret/DC/tesla farms, since they'd chain-explode after destroying just 1-2 of them. Humans would have to be much more careful when building.