1) The idea is that a consumable EMP would strip the Energy supply for enemy (or team included) mechs within a 20m radius for 4 seconds, detonation of the EMP is 3 seconds after it’s dropped. Because the energy meter is 0, any affected mechs that fire weapons in those 4 seconds would incur the extra heat penalty.
I think this is a perfect idea, as it offers players a new way to temporarily impair mechs, but not completely disable them, and it could be a great get-away tactic for lights to force other mechs to withhold firing their weapons if their heat is high.
EMP Consumable Pricing would be in-line with the 9x9 Cool-Shot.
2) To keep this idea rolling, I think it would be neat if PPC’s also brought down the available energy on a target by 15 points, to a minimum of 0. The reduction in energy would function the same just as if the person had just shot a weapon that cost 15 energy. It would be a brief effect, but it would just add the appropriate flavor to the weapon. Unlike the EMP consumable, the Energy regeneration would continue as usual once the target is hit with a PPC. And even if you boat PPC’s, it will never put the target at a negative Energy value. The reduction stops at 0, and regeneration continues instantly.
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What do you think of the general idea of being able to affect your enemy’s available Energy?
Any discussion is welcome if it is regarding taking advantage of or putting the enemy at a disadvantage through the Energy Draw system.