Since we are going to have abilities in this game, what would be your preferred way of preventing ability spam? Since abilities tend to be more powerful than the gunplay itself, we don't want the game to turn into an ability spam fest. Does it matter? Do we really need to prevent players from spamming?
If anyone needs clarification,
Energy/Mana- Abilities have a "cost" which consumes a quantity of energy from a pool; this pool can be restored through various means(pickups, reapply stations, certain support abilities). With 0 energy, no abilities can be used. There is no limit as to how quickly abilities can be fired(except maybe cast time), allowing for spamming of abilities in quick bursts. The system can be modified by changing how much energy a character has or changing how much energy an ability costs.
Ability Cooldowns- Every ability has a separate timer; when the player activates an ability, it goes onto cooldown and cannot be used again until the timer ends. This system can be modified by changing cooldown timers, adding ways to reset/reduces cooldowns, or adding ability "charges"(you have multiple charges on an ability, each one with an individual cooldown and a maximum number of charges).
Other ideas from the thread:
-Take the cooldown system and alter it such that depending on how low the cooldown is modified in an ability, it transforms into a weapon for primary use. E.g. If a player modifies a electrical bolt ability to a cooldown less than 1, the ability becomes a weapon/weapon attachment that fires with that rate of fire.
If anyone needs clarification,
Energy/Mana- Abilities have a "cost" which consumes a quantity of energy from a pool; this pool can be restored through various means(pickups, reapply stations, certain support abilities). With 0 energy, no abilities can be used. There is no limit as to how quickly abilities can be fired(except maybe cast time), allowing for spamming of abilities in quick bursts. The system can be modified by changing how much energy a character has or changing how much energy an ability costs.
Ability Cooldowns- Every ability has a separate timer; when the player activates an ability, it goes onto cooldown and cannot be used again until the timer ends. This system can be modified by changing cooldown timers, adding ways to reset/reduces cooldowns, or adding ability "charges"(you have multiple charges on an ability, each one with an individual cooldown and a maximum number of charges).
Other ideas from the thread:
-Take the cooldown system and alter it such that depending on how low the cooldown is modified in an ability, it transforms into a weapon for primary use. E.g. If a player modifies a electrical bolt ability to a cooldown less than 1, the ability becomes a weapon/weapon attachment that fires with that rate of fire.