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 Post subject: Max Heat/Energy Kits
PostPosted: Tue Dec 06, 2016 12:16 am 
Private
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Joined: Thu Oct 15, 2015 4:54 pm
Posts: 9
If this suggestion was already made, please notify in the replies and lock this thread.

Well, we have weapons that lower the opponent's maximum heat as well as ones that lower the opponent's maximum energy capacity. Why not have kits that raise the capacities in both areas? This could give other players a second-guessing when trying to spraying that lava or landing electric buckshot on one another.


Arguments (please feel free to add on to what is already listed)

PROS:
- Could change the whole playing field
- Might prevent large-differential weapons from making you lose a turn/lose turns


CONS:
- Little variegated time of usage, meaning that these kits are probably most effective at the beginning of the match, just like resistance kits


A general ballpark estimate and numbers for these kits:
- Maybe starting at +10 Max Heat to +60 Max Heat and having increment raises of 10 in between? (10, 20, 30, 40, 50, 60)

- Perhaps starting at +5 Max Energy to +55 Max Energy and having increments of 10 in between those as well? (5, 15, 25, 35, 45, 55)

Note that these values can be interchanged, or just changed in general if needed be.


Extra Notes:
- Your current energy will not increase if the kit is used. Example: if your current energy reading says "135/135" and you use a +55 Max Energy kit, your new energy reading would say "135/190." Please have this in consideration.

- Your current heat will not increase if the kit is used. Example: if your current heat reading says "25/150" and you use a +30 Max Heat kit, your new heat reading would say "25/180." Please have this in consideration, too.

I leave it up to the Devs to determine the price if showcased in the shop area.


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 Post subject: Re: Max Heat/Energy Kits
PostPosted: Sat Dec 10, 2016 9:14 am 
Corporal
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Joined: Sat Oct 29, 2016 10:17 pm
Posts: 58
[color=#BFFF00][/color

8-)
Well, this sounds interesting.


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