Personally, I like the idea. If a bot starts with 6 charges at full health and
I've already damaged it 50%, I expect it to be easier to hack since it won't
live as long as my ally. In this scenario, I would expect it to have about 4 or
5 charges. As matthias said, at 50% health, it should have 25% of the charges
(rounding up to higher number of charges of course). In fact, I expected this
on my first playthrough.
While I understand the hesitancy to add something of this caliber, I also think
that I should bring up a game that has had huge success with this type of
feature -- Pokemon.
While I understand that it's considerably different than FDRPG, the idea
remains the same -- you get rewarded for the work you do. In FDRPG I think this
is even more important than in Pokemon because, as I said a moment ago in this
comment, the weaker a bot is, the less helpful it will be for you.
We can leave out the "repair the bots" (*That* may get pretty complex, not to
mention throw off all balance in the game with other combat skills -- "Melee?
guns? Pfft, just hack everything to create an army of droids!"), but I feel
damage -> charges correlation is necessary. |