Hi folks. Just wanted to voice my opinion.
ALIENS
Ideas for two new classes.
WRETCH (suggested name)
-A small, slow-moving support class, able absorb more damage and has stronger attacks than the Gorge. Is able to build EMP chambers and Resource towers, but none of the other chambers or Hives.
-Primary attack is a moderately powered slash attack with a slow rate of fire.
-Secondary attack however, is non combat. A tiny deployable is shot at an enemy structure, which drains the building's health.
-Tertiary attack is similar to Skulk's Parasite. It is shot at a Marine and is left in them, causing minimal damage. However, whenever the Wretch feels like it, it can activate the Parasite and turn the host into a "zombie". The zombie moves slower than the average marine, and cannot use the marine's weapons. The Wretch controls it's zombie from a certain distance (can be somewhat far away, but can't be on the other side of the map), but the zombie is on a timer. Once the marine becomes the zombie, a timer appears in the wretch's screen, and once this runs out, the zombie explodes. The zombie can also be detonated at any time by the Wretch. This would be an excellent way of spying on the Marines or creating sneak attacks.
-Quaternary and attack can only be achieved once all three hives are active and a special structure is built, the "EMP chamber". This attack will be similar to Xenocide, except instead of killing the user, it would only reduce its health to half of what it was at the time of attack. The EMP wave, when used near Marine's structures, would temporarily disable them, I.E. if used near a resource tower and turret factory with energy shield, the resource tower would stop providing resources and the turret factory would stop the turrets from working, and both would lose their shielding.
OGRE (suggested name)
-The suggested primary fighting force of the Kharaa. Slower and less powerful than the Fade, but with a more varied attack array and requires less resources to become one.
-Primary attack is a powerful bite. The bite is semi-automatic, so the player can rapidly tap the mouse to achieve several bites. Holding the mouse down charges it for a more powerful chomp.
-Secondary attack is a leap, which if it hits a foe, pins them to the ground and slashes at them with fairly weak claws beneath the belly. The marine is helpless in this situation, and must hope for a teammate to come and save him, as the Ogre is highly susceptible to damage at this time.
-Tertiary attack is a sort of push that requires the Ogre to be very close to an enemy for the attack to work. It smacks them, sending them flying and causing them to drop their primary weapon. This does not do much damage to the Marine, but the real danger is that the Ogre makes a unique noise when it does the push, alerting nearby units to attack the weapon less marine.
-Quaternary attack releases a horde of small organisms, not unlike the Snarks from HL. They do a fair amount of damage and are quick, but can be killed with one shot from the LMG.
HUMANS
-Marines can choose one of three set classes at the start of the game: assult, support, or scientist, and can change their class at any time during the game.
-Assult marines are the basic combat class and have the widest array of available weapons. They have average speed and armour.
-Support marines are slower than the assult and scientist classes and have the capibillity to carry heavier weapons than the other classes. They also have the largest amount of armour. They carry an ammo crate on their back and can drop packs of ammo for their teammates to pick up. However, the pack has a limit of how much ammo it can carry, and over-using it will cause it to run out. It will slowly regenerate ammo over time. The ammo cannot be used once the support marine is dead, not suprisingly.
-Scientist marines are the fastest class with the least armour. They can only use ligher weapons and have minimal ammo storage capabillities. The upside is if they follow their teammates and encounter a dead body of an alien, they can scan it to research how to make the weapons more useful against the Kharaa. The more advanced the alien, the faster the research is completed. This would be a quicker and easier alternitive to waiting for the commander to upgrade the weapons.
OTHER IDEAS
-Full animations for the building of Alien's chambers, res towers and hives. Starting as slime on the ground (or the ceiling) and slowly taking form.
-Full animations for the building of Marine's res towers and deployables, starting as a small metal box and folding outward into the required shape.
-Damaged structures and players bleed and/or spark, leaving trails of blood and chunks of flesh behind if they escape.
-The options menu should no longer be opened by right clicking. This should be left open for more varied kinds of attacks and/or special abilities.
-Finally (and this is just a little idea, don't take it too seriously) what about a third team? In most games like NS, there are the Humans, the animalistic aliens, and the technologically advanced race of intelligent aliens. In AVP it was the Predators (Yaut'ja), in Starcraft it was the Protoss. How about a new race? They'd use energy weapons, they'd move faster than the Frontiersmen but have shorter ranged weapons, and move slower but have longer ranged weapons than the Kharaa. It might be too late for NS2 to add an entirely new class, but maybe in NS3...?
Let me know what you think.
QUICK EDIT: I did some concept drawings, I may post them in a while.


