Team Energise
Posted: Sat Dec 08, 2018 4:37 pm
Hey guys,
Count this the first of a few different suggestions (I'll post each separately to allow for discussion).
Okay, so currently our system for Force Energise is set up thusly:
Count this the first of a few different suggestions (I'll post each separately to allow for discussion).
Okay, so currently our system for Force Energise is set up thusly:
- Give 15 FP to a single target only
Range = 256 units - Give 20 FP to one target, 13 to 2 targets, 10 to 3 and more
Range * 1.5 - Give 30 FP to one target, 20 to 2 targets, 15 to 3 and more
Range * 2 - Give 50 FP to one target, 33 to 2 targets, 25 to 3 and more
Range * 2.5 - Give 75 FP to one target, 50 to 2 targets, 37 to 3 and more
Range * 3
- Give 10 FP to a single target, increase FP Regen by 5 fp/s for 10 seconds
- Give 20 FP to one target, 13 to 2 targets, 10 to 3+e, and increase FP Regen by 5 fp/s for 10 seconds
- Give 30 FP to one target, 20 to 2 targets, 15 to 3+, and increase FP Regen by 10 fp/s for 10 seconds
- Give 50 FP to one target, 33 to 2 targets, 25 to 3+, and increase FP Regen by 15 fp/s for 10 seconds
- Give 75 FP to one target, 50 to 2 targets, 37 to 3 +, and increase FP Regen by 20 fp/s for 10 seconds
In this way, though you're giving an initial FP boost, you're also increasing their FP regen pool temporarily, which means you use the skill less often, but also aren't simply providing a severe shock to their physical system (as a burst technique might). Also means that, in exercises where we might have to repeat this (for example, when providing students with a burst of energy to help with jump fatigue), the skill can be used less often.
This could, of course, be offset by higher costs for the technique per burst.