I power napped and dreamed up a much weaker/stronger AL. I want a bigger EMP blast radius, and shedding stickies(kinda) back. One thing that always bothered me with AL is its EMP. It emits an emp that brakes nearby shields but does nothing to the users? And the AL power source should draw power from the same source as the users shields.
essentially I want
1: EMP range increased by 1.5x
2: EMP strength be relative to how much shielding the user has left. If the users has less than half shields then emits a weaker EMP. (I cant fathom a guess of how that would work. But I’ll leave this “want” in case it inspires an idea in somepony)
3: Duration. The Title update addressed this with allowing damage to draw away from duration. I’d rather duration be dependent on how much shielding is left. Full shield, 6sec. Half shield, 3 sec… No shield, maybe 1 full sec. (also ever 1 sec of AL should eat about an 1/8 of shield… a full 6 sec of AL leaving only 1/4 of shield left.)
4: Nade Shading. Before TU the AL shed stickies as the user entered AL. After TU, no shedding period. I would like to see a user get stuck, Enter AL, Exit AL… then shed. (So just using the AL will eat at the users shield and since it takes longer to shed the sticky, it still has a good chance of exploding NEAR the AL user. The result should be very injured but not dead)
Now that I am awake I think this is kinda fail, because it makes AL more OFFENSIVE than DEFENSIVE. But I like the general idea of linking AL duration to the users shield rather than a duration meter.
