Neek said:
Even a slow spam of packs (going to inv, leaving, dropping pack, rinse & repeat) would be a very bad thing. If you make it possible, people will do it. Guarenteed.
Sure, but let's just run some fancy non-existant guess numbers.
Each pack has 20 seconds before it disentigrates, so it must be picked up in 20 seconds. All packs start at 0 charge.
Repair pack recharges in 15 seconds.
It takes 1 second to buy, 1 second to drop.
This makes for a total of 10 packs which can be generated and maintained while other packs in the pile dissapear (15 if you do the run twice and stop every 5 packs to sort the entire pile).
Then you must wear a pack for 15 seconds, drop it, run through all the packs, and then charge the next one.
This assumes two things: packs maintain charge once dropped, and start with 0 charge.
This takes a player two and a half minutes to charge ten packs, not including time spent sorting through them, dropping them again, dropping and sorting after picking up an already charged pack, and all sorts of other time wasting possibilities.
That's two and a half minutes, and the moment he starts fighting, it becomes difficult to utilize all those packs or sort through them before it is too late. Add onto that, you're leaving fully charged repair packs for the enemy HO...
I just don't see the problem unless the enemy team was going to lose anyways. This is all hypothetical of course, but not impossible.
Edit: Anyways, the answer to the "OH GOD REPAIR THE BASE GET THE SPAWNING REPAIR PACK OH SHIT IT HAS NO ENERGY" conundrum is easy. Purchased packs have 0 starting charge like all other packs. Packs that spawn in chosen spawn spots start with half, three quarters, or full charge.