There are two schools of thought when it comes to the changes to movement caused by myofibral stimulants. Some love it, relishing the vertical movement and the ability to fire down on enemies. Others think the "bunny hopping" combat is abuse of a broken mechanic.
In the interest of balancing these two groups interests I'd like to propose the implementation of a charge jump mechanic that only comes into play when a player has myofibral stimulants in their fit. To charge a jump a player must hold the jump button,
which will cause there character to move at crouch speed as long as the jump button is depressed.The jump button must be depressed for 2 seconds to jump to 100% of the height allowable by the modules. Holding the jump button for a shorter duration will cause a proportional height jump, and tapping the jump button will cause the merc to jump as they would without the module.
Finally stacking penalties will be imposed upon the charge time for each additional myofibril stimulant installed. These penalties will follow the standard stacking penalty percentages with a 2nd module causing an 87% longer charge time (3.74 seconds total charge time), a third causing an additional 57% charge time (4.88 seconds total charge time), and so on.
To Summarize
- Retain jump height bonus and associated stacking penalties
- Add a 2 second charge to reach maximum possible jump height
- Movement while charging will be reduced to crouch speed
- Jump height will be proportional to time charged for non-100% charged jumps
- Tapping will result in jumping like the merc does not have myofibril stimulants installed
- A stacking penalty to charge time for each additional module following the standard stacking penalties %
Rational in Brief:The original change to Myofibral stimulats was intended to increase usage of an item that was all but ignored and open up new types of tactical movement. This change resulted in players being able to jump tens of meters vertically which players used to leap about firing area affect weapons at opponents who were unable to track the rapid elevation changes of their target. This movement was not truly tactical (in the grand-tactics sense) and while fun for those utilizing it was extremely frustrating for others who saw it as exploiting a broken mechanic.
By making players
slow their movement and charge for a high jump it forces players to use jumps for traversing terrain (leaping onto roofs/boxes) or for a single in combat leap. These jumps could be used to escape or enter combat over a wall but are not going to be affective for repeatedly avoiding enemy fire due to the long period of slow movement which would leave mercs relatively easy targets.
As is traditional with all my suggestion threads I welcome comments and criticism. I would love it if someone could furnish the jump height bonuses resulting from stacking varying numbers and types of myofibral stimulants so that I can make a number of module jump height bonus vs charge time graph.