Now, I know what you're thinking. Elevator restrictions, alchemical skipping, etc. go hand-in-hand with Mist Energy. Bad business.
However, my proposed augmentation to Mist as we know it includes a restriction on its uses to Clockworks activity alone.
My suggestion includes these:
--Re-introduction of Mist as an unsellable, untradeable, regenerating integer. Mist will be shared throughout an account, and will regenerate 2 at a time (every regenerated 2ME taking twice the amount of time 1ME would have regenerated at), with a cap of 100
--Augmentation of Mist to only be usable on Danger Room gates, Item Box gates, Energy Turrets, and derilect Mecha Knights, alongside any possible future CE-interactive Clockwork Dungeon entities.
--Re-pricing of Danger Room gates to 10 ME, Mecha Knights/Energy Turrets to 10ME, and Item Box rooms to 16 ME.
--Introduction of an algorithm that equates the worth of ME to half of the worth of CE, so that when ME runs to 0, Danger Rooms cost 5 CE, Item Box Rooms cost 8 CE, and Mecha Knights/Energy Turrets cost 5 CE. When ME runs below a specified amount (>0), the algorithm will take the remaining ME and calculate the value of CE necessary to complete the transaction.
--Repurposing of Mist Wells in the Guild Hall to convert CE into ME at the aforementioned 1:2 ratio. ME will be taken out through an amount-specification window, but any ME taken cannot exceed the player's own ME cap of 100 when added to said player's tank. Mist wells will require no minimum deposit, and both types of Energy can be deposited. However, any Energy placed into the Well will be irreversably transformed into Mist Energy.
--Addition of a second Well-type Guild Hall item that only outputs CE, and does not allow ME to be inserted. There is no minimum deposit for this Well either.
--Addition of an option to toggle the accessibility of both Well items.
--Addition of an option to craft disposable Mist Tanks as a crown sink. Unlike ME itself, these can be exchanged. A player's own ME reserve takes priority over any Tank he or she might possess, and with emptier Tanks taking priority over fuller ones. Tanks can be emptied into Mist Wells.
--Addition of the ability to cycle gate levels with the usage of ME and CE, akin to the aforementioned Clockworks interaction mechanics. This is not an option for Boss lairs.
--A̶u̶g̶m̶e̶n̶t̶a̶t̶i̶o̶n̶ ̶o̶f̶ ̶E̶l̶e̶v̶a̶t̶o̶r̶s̶ ̶t̶o̶ ̶n̶o̶t̶ ̶a̶c̶t̶i̶v̶a̶t̶e̶ ̶u̶n̶t̶i̶l̶ ̶a̶l̶l̶ ̶l̶i̶v̶i̶n̶g̶ ̶p̶a̶r̶t̶y̶ ̶m̶e̶m̶b̶e̶r̶s̶ ̶h̶a̶v̶e̶ ̶c̶o̶n̶f̶i̶r̶m̶e̶d̶ ̶t̶h̶e̶y̶ ̶w̶i̶s̶h̶ ̶t̶o̶ ̶p̶r̶o̶c̶e̶e̶d̶ ̶w̶h̶i̶l̶s̶t̶ ̶s̶t̶a̶n̶d̶i̶n̶g̶ ̶o̶n̶ ̶i̶t̶,̶ ̶r̶a̶t̶h̶e̶r̶ ̶t̶h̶a̶n̶ ̶a̶n̶ ̶a̶u̶t̶o̶m̶a̶t̶i̶c̶ ̶a̶c̶t̶i̶v̶a̶t̶i̶o̶n̶ REVISED. SEE BELOW.
--Implementation of longer elevator movement times, and a looping "descending" animation at the start of a level that replaces the current loading screen. This animation focuses on the descending elevator with all present party members riding it.
I strongly believe that all of these additions would benefit Spiral Knights as a whole. Constructive criticism is appreciated and welcomed in any capacity.
It has come to my attention that the "proceed" button for elevators would cause the cancellation of dashing across the elevator as well as premature throwing of any Vials the player might have. (basically a giant red no-fun-allowed sign)
I am therefore suggesting an addition of a mechanic that involves all present players pulling a lever that can only be influenced by the respective Knight it is aligned to in order to advance.
--There are four such Levers present directly beside the Elevator.
--Each Elevator Lever can be toggled between on and off states by its respective Player, and the Elevator will not activate if such conditions are not met.
--Once conditions are met for the Elevator to activate, it will lower the player cart down a rail and function as normal.
Inactive Elevators will still display their screen icons. The only difference between Active and Inactive states is that the Inactive state has an inaccessible hole where the player cart should be.