Now, we all know that both current perks are aesthetically pleasing but nonetheless absolutely useless. But what if we added perks that added actual advantages, something that affect the outcome of a fight?
[] Magnetic Perk: adds 1 pull to both user's weapons with the pull effect. Subtracts 1 knockback from both user's weapons with the knockback effect. Boots excluded. (weapons without knockback will obviously not have -1 knockback, and the same with pull weapons)
[] Scrapper Perk: When ammo is shot at you (Needle Blaster, Mayhem Battery, etc.) and you have the required storage, you will gain a set amount of the ammo shot all you. (Hit by Needle Blaster [15 bullets], gain 5 bullets, hit by 20 bullets, +10 bullets, and so on)
[] Daredevil Perk: 33% chance damage will stay the same, 33% chance that there will be a 20% additional damage bonus, 33% chance there will be a 20% damage reduction (effect lasts for 1 turn, changes every turn [applies to user only])
[] Healthy Perk: 25% chance to regain 10% HP at the end of each turn (both yours and opponents)
[] Lucky Perk: 10% chance that your attack will deal 50% more damage (if it happens on your first action point attack, chance decreased to 5% for remainder of turn)
[] Tank Perk: You only take 90% of dealt damage (a permanent 10% shield with no side effects other than it taking up your perk slot) And -1 resistance drain (you take -2 physical resistance from a Metal Shredder, which normally does -3) +5% health if the equipped legs are wheel related (Surf Board, USA Transporter etc.)
[] Adrenaline Perk: When below half HP, your energy regeneration is doubled
[] Cloud 9 Perk: Allows your mech to weigh up to 1,009 kg, giving you a bit more wiggle room in the workshop
[] Lightfooted Perk: 10% chance of legs giving an extra tile of mobility in either direction (lasts for 1 action, and if it occurs on the first action point of your turn, your second point will have a decreased 5% of the perk happening for the duration of your turn)
[] Stealth Perk: (This is never getting added, but) 0.01% chance of your mech appearing invisible for the duration of the battle
[] Opportunist Perk: 3% chance of a "use" item (Lava Spray, Steel Barricade, Supernova, etc.) gaining an extra action point for the duration of the battle (excludes specials, Charge, Grappling Hook, and Teleport)
[] Intimidation Perk: Decreases your opponent's regenerative stats (cooling, regen, repair drone, kits) by a percentage, and that percentage increases the closer your opponent is to you
[] Thief Perk: If you have an empty kit slot, and your opponent has 1 or more kits, 1% chance of stealing the kit and adding it to your empty kit slot
Comment more suggestions below!
