So there have been complaints about the reload exploitations of handguns, the shared cooldown for Battle Sprites, and a lot of people have suggested a sprinting option for those stretches of Clockworks that you've cleared and have to walk back on. I'd realised that Spiral Knights and Lunar Knights both have quite a lot of similarities: They both implement energy guns, swords, and spaceships in the same era, and they're both hack & slash games with a high dependency on using the block ability to avoid damage.
In Lunar Knights, you have a bunch of Terrenials (read: little floating embodiements of the elements that follow you around and shout out their names and catchprhases whenever you switch them) that you can bring out to imbue your attacks with their associated element. You also have an energy meter that drains when you use an element. The two playable characters, Lucian and Aaron, use swords and guns repectively. Lucian's swords can be used without imbued elements, but Aaron's guns won't fire unless he has enough energy to do so. Running and dashing also use the energy meter.
So, why doesn't Spiral Knights have something like this? Using the same energy bar, Battle Sprites, Handguns, and dashing could draw from the same energy pool. Additionally, the ability to sprint could also be added and also draws from this.
Of course some foundations would need to be set: (but feel free to debate these)
- Unlike the shield bar which stops recharging directly after taking damage, the energy bar would constantly recharge.
- To fill from 0% to 100%, the bar would require 10 seconds of non-use.
- Battle Sprite abilities would still have their cooldowns, but they would be separated.
- Battle Sprite abilities would consume a ratio of the bar equal to the ratio of the cooldown timers. This means that using all three abilities in succession would drain your energy from 100% to 0%.
- Only handguns that use energy would have this applied. This includes Blaster Series, Alchemer Series, Pulsar Series, Catalyzer Series.
- Firing a clip's worth of bullets from an energy-based handgun consumes 20% of the bar. Therefore, firing one alchemer shot (10%) per second will cause the energy bar to drain at the same rate it fills. (I really need help balancing this, needs to have enough power for a decent burst fire, but not too much that a player can pull off heavy damage with an empty energy bar)
- Dash will pull a hefty 50% off the energy bar. This means that you can dash once every 5 seconds, or twice in a row if you have a full energy bar, but you won't be able to sprint or fire energy weapons (does this make Antigua series overpowered?)
- Players can sprint. While sprinting they gain a 20% speed boost (multiplicative with MSI) but cannot attack, and their energy bar drains at the same rate it fills. (This means you can sprint for 10 second straight if you have a 100% energy bar) When the player stops sprinting, they stagger like they would have had they used the second swing of a Troika, and therefore cannot shield, attack, nor move.
- Charge attacks (of any weapon) do not draw from the energy bar. The charge attacks are balanced by not being able to attack nor shield, and the movement penalty incurred. (if certain charge attacks are not balanced, then that's the individual weapon's fault)
Thoughts on sprinting: I have a different idea. How about the players automatic sprint after 5 seconds of walking in the same direction and not taking damage, shielding, attacking, or stopping. This starts up the sprinting and doesn't cost anything but if you attack, stop, or shield you get a penalty:
If you stop walking you simply trip up a bit similar to a devilite's stagger. This doesn't force you to stop moving but will reduce your speed a good amount.
Trying to using a weapon causes you to stagger similar to shooting a magnus and no attack will happen.
Shielding consumes two inches of your shield bar, regardless of what your current shield health is. This odd amount is because I don't know the precise damage stats for shield health as it is rather vague. This is done to not make people using stronger, tankier shields feel like they are getting punished harder then those with weaker shield.
The reasoning behind this is the people who complain about said long walks just want to be able to get from point A to battle ground B sooner. Penalizing to much will just lead to complaining and won't really fix the issue of these long walks. This way the cost for sprinting is more minor and doesn't feel like it is going to get you killed in a fight later for doing it now.
Thoughts on energy: I like it. I am glad that charge attacks don't consume energy as that would make the catalyzer weapons even less usable. This would come up eventually soo... would there be special armor for increasing energy replenishment? Could be a silly pokemon trainer looking armor and be called "Sprite master set".