OB rework:
No change HE

Incin, basically make it a daisy cutter bomb. Let assume it has 15x circle area(not sure exact numbers but giving ideas), currently it just lights an area on fire with blue flames killing any alien in the center, and that about it. Change would be stuns aliens within 10x area of the 15x circle for 3-5 seconds BUT the flame ON THE GROUND only lasts for 3-5 seconds.
Point? To make it more devastating, while a HE can level an area the incin can get nasty kills on any type of alien caught in the stun area(expect ravs and queen of course)

Cluster, replace the anti-air piece with a missile launcher OB and make the cluster load here. Change for the OB itself is that it can hit a bit more faster then the others but more importantly it can be fired seperate from the other OBs and meant to have a lower cooldown then the other OBs.
Point? To make it more devastating by making it able to be a shock and awe weapon that can spook or even kill aliens. Extra kill potential with this and HE or incin maybe. Also make the old anti air junk into something useful.

MAYBE
Laser OB, uses ship power to power a laser that can be flashed on the planet. Instant but takes a lot of power to fire and damage isnt anything amazing. Basically it the CAS laser but big. Might not kill a boiler always but it will be fast(2min CD maybe) and dislodge a CBT situation or just crap on some lurker gang that thinks they are smart. Various potential since it is to run separate from other OBs.
Point? Give purpose to getting power up even more and making a nasty OB, yet is chained by it low damage even as it is able to instant hit.


Victory Screen(majors and all)+Alaymer Fight change:
Reason-need to give a feeling of satisfactions for players and make the ship fight a bit more interesting.

Alaymer fight change

Varying on where the dropship crashes air is meant to siphon out and slowly kill marines without a space suit via brute damage till dead.
It would work by checking if a player is certain areas and if it is 'out of air', no atmos just a check for players that are alive and not aliens or such. ERTs would get a spacesuit unless admin spawn dicate and such always so they get merked by the atmos. Reason? To make the fight feel more catastrophic, I mean a dam dropship just crashed in man! Say ship is divided into 8 parts, upper vs lower with most left, left, right, most right. Most left upper would be CIC, left medical, right intel+engie, most right SD. SD is special and runs out of air always last. Idea is wherever it crashes it siphons 'air' and in 5 minutes it will be devoid of atmos dealing suffocation and brute damage to humans, 10 minutes to nearby areas and it spreads out every 5 minutes from there. SD is always out at 25 min mark instead for SD defences and such.
Point? Make evac vs SD more important decision and increase the atmosphere of the fight to be a greater struggle and make the following make more sense.

Alien Grand Major:
Aliens killed everyone and marines never evaced, simple enough

Alien Major:
Aliens killed everyone and marines evaced

Alien Minor:
Marines were left on the ship or aliens wiped from ship but ship is a carcass so leftover marines are pretty screwed regardless

Draw:
SD was activated(give purpose to SD as a good screw you aliens)

Marine Minor:
Nuke used to destroy the colony(sortive wanted the colony...)

Marine Major
Marines killed all the aliens

Marine Grand Major
Marines killed all the aliens and got the defcon or some other objective, a bit harder to say what it be.


All the above been just ideas I been bouncing around and nowhere near concrete enough for a good gitlab just wanted to see what anyone thought of it.