Energy Rules
From test1
Possible new energy rules ideas for 018
- You get a basic energy recharge rate
- That rate increases when you are stationary
- That rate incureases if you are in a friendly loadout zone
- that rate decreases when you are in a hostile loadout zone
- all of these increases and decreasess are additive
- Modules cost energy
- Using 2 moduels costs the cumulative energy of each individually
- shooting costs energy
- laying mines is not the same as shooting continuously
- it should never cost less energy to use a module than to not use it
- Energy should be logical, but not necessarily strictly reaslistic (energy can incentivize or disincentivize certain behaviors)
- Modules in loadout zones cost proprotionately more than they do outside loadout zones, in such a way that the effective cost is always the same
- Modules in hostile zones cost the same as in their normal rate; that is, their energy consumption may be increaed in friendly zones, but never discounted
- REPLACES #7 >>> Using modules in combination is cool, so there is a energy bonus awarded for doing so that makes a combo cheaper than the cumulative cost of each alone