Skater said:
Do these points replenish when you do not use it? If so I could see that working.... but if they don't, then you're right back at the ammo situation... only this time you get 1k instead of 20
Well, like I said I'm not in beta so I don't have a lot to base this on...but the concept is....to build some risk/penalty-in-over-use factor.
With the ammo concept is simply number of uses
With the strength points it's how and when it's used (and more "realistic" physics-wise IMO).
If you use it to do a high speed 180deg turn on an object....that would consume some points moreso than to do a 90deg turn for example.
IMHO the fear of running with the flag and knowing that you've got to use your grapple points wisely would be a greater thrill than only simply focusing on the chasers behind you (Grappler in this case should survive at least 2.5 disc hits...i.e. be very durrable to explosive damage but more susceptable to tensil sp? forces)
The points replenishing question....well....could be an easier-to-implement idea than strengthpoints. Possibly could drain or neutralize your E-pack when replenishing...IMO there should be more of a penalty for over use than simply waiting for the points to come back.
I think if we're given 3-5 grapplers (depending on durability and average survivorability time sp?) with a single loadout, the strenghpoint system would work. (again....I'm not in beta).
What the goal here is would be to not have this infinite-use-uber-locomotion tool that automatically takes a weapon slot for EVERYONE......an E-pack in T1 was used extensivly, but of course....it had the limitation of depleting power. It's use had to be managed.
The grappler is new to Tribers so of course calling for it's USE-SHOULD-BE-UNLIMITED is expected.....IMO, if use is going to be unlimited, make it a non-slot-taking standard issue tool like the e-pack and VERY VERY weak. (I don't suggest this but you get my point).