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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 

Starting Energy and Module Revamp!
Like? 80%  80%  [ 12 ]
Dislike? 20%  20%  [ 3 ]
Suggestions? 0%  0%  [ 0 ]
Total votes : 15
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 Post subject: Starting Energy = 0 at start Change of module mechanics.
PostPosted: Thu Feb 23, 2017 4:47 am 
First Lieutenant
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At the start of the battle. The starting energy of a mech is determined by a combination of it's modules.

I will use Lavascope and Ultraspade as the base example.

Torso stats>

Ultraspade
150 Max Energy
110 Max Heat
40 Regeneration
5 Starting Energy
20 Cooling (Unchanged)

Lavascope
90 Max Energy
150 Max Heat
20 regeneration Energy
10 Starting Energy
50 Cooling (Unchanged)

So in battle Ultraspade would have the starting stats of:
5/150 Energy 0/110 Heat

Lavascope: 10/90 Energy 0/150 Heat

How do you increase your starting energy?
Energy modules (Base Case)

Electron Field mk 1

+8 Max Energy
+36 Regeneration
+10 STARTING ENERGY<<<

Energy Generator 1

+35 Max Energy
+15 Regeration
+20 STARTING ENERGY<<<

Regeneration and Cooldown Module 5

+21 Regeneration
+21 Cooldown
+5 STARTING ENERGY<<<

What this does is make energy weapons that deal low damage a viable option since their drain can kick in quicker.

It forces the need to put in energy modules for many builds that require energy weapons. (Thus fixing the current meta where there are hardly any energy mechs) Also instantly punishes mech builds that do not put enough energy in their mechs.

It makes the Energy module MORE valuable. Discourages "rush" strategems where you use high damage weaponry such as U-Nova S-Nova and I-Nova on first turn. (Breakers, Death Punch require ammunition to use thus can get around this still)

Weaponry damaging Regeneration becomes more useful. (Elec storm,Regen Blockers,Dischargers)

Even weaponry damage Max Heat and Max Energy becomes more useful.

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 Post subject: Re: Starting Energy = 0 at start Change of module mechanics.
PostPosted: Thu Feb 23, 2017 10:46 am 
Second Lieutenant
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I like this concept.

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 Post subject: Re: Starting Energy = 0 at start Change of module mechanics.
PostPosted: Thu Feb 23, 2017 1:12 pm 
First Lieutenant
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This is a pretty good idea. It seems odd at first, even maybe counter-intuitive but it would be very helpful to the game. I hope tactisoft considers this.

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 Post subject: Re: Starting Energy = 0 at start Change of module mechanics.
PostPosted: Sun Feb 26, 2017 3:50 pm 
First Lieutenant
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11 yes 1 No.
BUMP!

Supernova 2 requires 36 energy.
Keep that in mind^^

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