#Once more wondering what people think of going to a energy system for modules.

1 messages · Page 1 of 1 (latest)

snow dagger
#

I'm just thinking its superior w/o a doubt.
Its a potentially far far more novel system and the current system has some flaws.

Here are my issues

1 module -> its okay.
2 module -> amazing, having two cooldowns means you are persistently in a state of charging more often, its exponentially more uptime.

Separate Meters/ammo systems for each module limit potential additions for fear of power creep.

Lets say we have offensive modules.
What is stopping someone later on from adding 4 offensive modules and clicking each one at once?
Or it even sorta makes the mobility modules hard to rein in.

The lack of relation from module to module also makes module choices and activations super binary. Missiles? chaff. Only thing is timing.

To Segway from chaff, its perhaps the most obvious example of a problem in this system, potentially shutting down plasma or umrl with little counter play, since you can have as many as desired.

Now lets say we have energy, nearly all of that is solved.
(my ideal energy system here is a slow recharge, that ramps up outside of combat. Potentially a large pool, but one that takes some time to get back. It creates agency.)

Chaff would have an energy requirement (and utilizing chaff means potentially deciding not to use a movement option later? or other useful modules we get later)
More modules could instead mean lower energy requirements rather than stacking. This is easier tune and easier to add diminishing returns.
Defensive module, offensive module, any module spam is inherently balanced.

Not only does it solve problems; It introduces potential new gameplay mechanics.

download and open the attached .html for a more thorough explanation of my thoughts.

#

Idk, will let us do more later on.
We probably can't even really do AOE-like module or anything because it might be just not fun.
You could probably even do area denial style modules with powerful effects if they do consume alot of energy. We can't even think of adding such a module because it would be broken in the current system probably, either bad because we need to balance it by cpu, or its way too good.
especially if its like
works well here if its like Use powerful module -> Threatens to cut off our defensive or escape options. Or even just maybe a robot can just spam one or two but then just has no more for a long period.