Elmo wrote:The alien team has always and will always hate jet packs. If this new jetpack shows signs of being overused and overpowered would you consider starting with a slower moving jetpack when its first unlocked, then as confidence grows a permanent improvement to the jetpack so the game has more time to progress before the humans can easily achieve air dominance.
But I suppose the flying alien is a check for that. Just an idea.
Reducing combat use of the jetpack is as easy as increasing on-hit disable time (currently just 600 ms), increasing minimum fuel required to start from a jump (20%) or if that still doesn't help, change fuel usage and/or regeneration to decrease the maximum air to ground ratio even further. I don't think it's necessary to complicate the ruleset by making the jetpack change over time.