Below are a few examples of this:
Shields - For an individual player, it is the Armour lock ability. This means that you freeze on the spot, and are invulnerable. Now, the charge would drain based on damage.
What it will do:
Destroy vehicles (but the damage the vehicle would cause you will be drained from the charge)
Remove stuck grenades (but the damage of the grenade when it explodes will still drain your charge)
What would need consideration:
- The effect on the enemy if they melee a person in armour lock (does it drain their shields?)
- The effect on the enemy when the charge runs out and the ability ends (currently releases a pulse)
- Length of armour lock (obviously shortened if taking damage, but how much charge, or how long would it last ie how many times could you use it before it runs out)
For the team/all players when dropped or activated, it will be a bubble shield. The length it will last will depend on how much charge was left when it was activated.
Thrusters - For an individual player, this is essentially a jetpack. The charge decreases as you boost.
What it will do:
- Allow you to break your fall by slowing you down
- Allow you to achieve ‘double jumps’ by single tapping the item button upon jumping
- Allow you to fly by holding the item button down
What would need consideration
- The length or amount of boosting available to players
- Possibility to allow you to thrust to the left or right (strafe) or forward by single tapping the item button when on the ground. This would allow you to boost your speed in a similar way to sprint, without requiring that feature (think thruster/evade abilities).
For the team/all players when dropped or activated, this would become a grav lift, which all players could use to jump up vertically. The grav lift would have a length based on the amount of charge left upon deployment.
What would need consideration:
- Is there a way to make this so you could form a mancannon?
Scrambler - For an individual player, this would be the decoy/hologram ability. The charge decreases as you create decoys
What it will do:
- Launch a decoy in the direction you are facing.
- If you are moving, it will move in the direction you were moving. If you were standing still, it will stay still
-If you are crouching, it will stay crouching
- The last 2 points mean it could look like the decoy is strafing or crouching, making them slightly more effective or harder to detect
What needs consideration:
-Can you could send out more than one decoy at once
-How many you could send in total on a charge.
For the team/all players it would work as a radar jammer. This would add to the radar a range of fake markers to make it more difficult for people in the vicinity of the jammer to spot actual players. The length of the device would be dependent on the amount of charge left when activated.
Blinder - For an individual player, this would be invisibility. The charge decreases as you use the ability
What it would do:
- Make you invisible when standing still or moving slowly.
- Work like classic invisibility. There will not be any radar jammer
- Unlike normal invisibility, you can turn it on and off as and when you choose to
What needs consideration:
- The length of invisibility on a given charge
- What happens when you are moving too quick or shooting. Does it continue to make you partially invisible? If so does it drain the charge at the same or a slower speed? If you are moving and/or are completely visible, does the charge stop draining, even if you are holding the ability?
For the team/all players it would work as the flare in halo 3. This blinds the screens of any players who are in it’s range. The close you are to the flare, or more you look in it’s direction, the bigger the effect. The length (and/or strength/intensity?)of this item would be determined by the amount of charge left.
Healer - For an individual, this would work like an over-shield, but with a slight difference
What it would do:
- Holding the item button would boost your shields. The longer you hold the button, the more of your shields are recharged.
- If your shields are full, it would then start to fill up your overshield bar
- This gives you a choice: Do you use it to help boost your shields whenever they are low, or do you use all the charge at once to create an overshield.
What needs consideration:
- What one charge gives you, in terms of the amount of shield points it provides. My prediction would be that it would be another to recover your shields and provide a full overshield (ie 3 shields worth)
- Currently an over shield decreases as time goes on. You would need to consider whether the charge would decrease or not, and if so, if the overshield would decrease over time irrelevant of whether there is charge left, or whether the overshield would use up remaining charge to maintain the shield levels
For the team/all players, this would be a regen. Anyone inside the radius would have their shields recovered. The length of the regen would be determined by the charge left
Drainer: For an inidividual player, this would be similar to the auto sentry or auto turret abilities/equipment.
What i will do:
- Activating the ability would deploy a turret which would support a player
- The turret will be able to target one player, and would assist the player in combat
Things to consider:
- The range of the turret, the turret damage
- Can the turret be undeployed/redeployed
- How long will the turret last/how many turrets can you deploy on a charge
- Can damaging the turret reduce or drain the charge?
For the team/all players this would work like a power drain. It would drain the shields of all players in it’s radius. The length of the power drain (or it’s strength/intensity (possibly radius)) would be determined by the charge left on activation