I am doing some preliminary work on a new weapon booster (tentatively named “Accumulator”).
The basic idea is that you “charge” a meter in some way (example: by kills, by damage caused, by collecting food), and when the meter is fully charged, you double-tap to increase the firing rate (similar to Overdrive). While the rate is increased, the meter slowly drains. When it drains fully, the rate goes back to normal, and the charging cycle begins anew.
Although this looks reasonable on paper, I’m having trouble selecting a proper metric which will charge the meter in a way that would make it competitive against the existing Overdrive. The examples I gave above come with some non-obvious shortcomings:
- Charge by kills: Can’t charge during bosses (unless boss spawns “pointless” enemies, but this is rare)
- Charge by damage caused (absolute): Problematic because enemy health depends on difficulty, so easier difficulties will charge much faster.
- Charge by damage caused (percentage): Can charge based on percentage of damage caused. Solves problem above, but doesn’t help with bosses.
- Charge by collecting food: Again, doesn’t work with bosses. Also introduces an extra skill element (because food can easily be missed)
- Charge by time elapsed (automatically): Possible I guess, but rather uninteresting.
- (new) Charge by projectiles hit: Wildly inconsistent results based on weapon used.
Any thoughts?