Ok so I agree with just about everything here these few things I would tweak.
1st off energy consumption and How the SPC works, I like the idea of SPC one shot down BUT I don’t think it should over load you with one shot, also I would add the ability to stock a charge/s(explain more below) without using it/them at the cost of increased energy drain for all other functions while charge/s is stocked, if charge/s is not used and energy is reduced to zero while stocked it should create a sort of soft overload where the increased drain remains until the bar is fully recharged, if the shot is fired but uses more energy than is available then the overload should take twice as long to come back to encourage Preds to pay attention and manage their energy properly. I would also add a timing based mechanic along with a possible 1-3 level charge system with some sort or auditory or visual signifier for when a Charge Level completes if you fire it at that moment maybe it does more damage for less cost or more splash or all of the above, and an added marksman bonus to a perfect timed Full Charge Headshot that not only insta downs but outright kills the FT member. Of course if the shot release is not perfectly timed when a charge level is reached or stored alternately then the cost should be increased but the damage and splash should be reduced as a result as well, this will create a level of skill when using the weapon which will be rewarded and in turn punish those that would spam it.
A second thing I would add is a form of freerunning mode you could either toggle on or hold that will allow Pred to seamlessly traverse its surroundings by choosing the path of least resistance IE vaulting, hopping, sliding, wallrunning, wallbouncing, ECT. While in this mode you would of course have a variable stamina cost that would add to the overall drain depending on the action performed, how many in succession, and of course the class being used as well. The animations of the actions could also differ based on class as well IE a Scout might wall run where a Berserker might wall bounce/jump ECT.
As far as Fireteam is concerned I think some changes to stamina consumption, the parry system and weapons could go a long way as well.
Stamina consumption and recovery should be subjective to class and gear equipped I 100% agree but it should also be linked to remaining health left, whether or not they are bleeding and maybe even tied to how many times they have been downed up to that point as well, along with the player’s ability to manage said stamina.
Burning your stamina past zero should increase recovery time to a subjective degree influenced also by class, gear, remaining health and also amount of times you as a player have pushed it past the limit, continuous full bar burns should add a cumulative effect and additional recovery time.
Parry ability and effectiveness should also be tied to the same above stated factors but also with the consideration of the Predator Class attacking and their remaining health, stamina, weapon, and which swing in potential combo Pred is currently at.
Example:
A Full Health Full Stamina Hunter would require at least a FHFS Assault Class to meet in a parry deadlock on the first swing of the weapon where both combatants suffer the same window of vulnerability and recovery essentially a draw.
*(each subsequent swing of the weapon after the first should be easier to parry than the last and made even easier based on the remaining health of the Pred)
A FHFS Berserker on the other hand against a FHFS Assault would always have a shorter vulnerability window and shorter recovery time on a parry which could be made shorter still based on weapon being used(wristblades being weakest one of the Viking weapons being the strongest)but should the Pred be weaker and FT member stronger the cost/recovery on both sides would shift variably to acommodate this and vice versa of course. Basically the objectively weaker side suffers more from the parry exchange experiencing longer windows of vulnerability and recovery making the mechanic something that no longer benefits ONLY the Fireteam, this essentially forces hard choices and strategy into this exchange on both sides and reduces spamming on both sides as the result of a parry exchange could potentially put you in an even worse situation then if you took the hit, but in that same sense would encourage more Preds to attempt Melee if the parry exchange might actually give them an advantage instead of dice roll of death hanging over them.
*Side Note Fireteam using a Stim should(for the duration of the healing window of course)provide unlimited stamina and a small speed and strength boost as a result of the adrenaline spike and allow a weaker class to defend against a stronger Pred, using the above example an Assault class could parry a Berserker as if it was a Hunter during the healing window of the Stim and would either deadlock the exchange or be at the advantage if the Pred was injured, not at full stamina, or both. The Fireteam should also have a comedown effect for a short period after the healing window where stamina recovers slower. This would help the Fireteam Member survive easier while in the healing window timeframe, but again force some hard choice and strategy as to whether you should use a Stimmy, health bag, or box.
*Side note for Pred if the Pred is at an overwhelming advantage in terms of class, weapon, and FHFS then there should be a Parry Override, if you will, where the Pred blows through the exchange and knocks the Fireteam member down maybe or at the very least staggers them to an increased degree in the same vein as the War Club Bonk but stronger.
Fireteam Weapons should suffer some sort of abuse mechanic as well that is subjective to the weapon and how its being used.
Continuous full auto fire should decrease accuracy and increases recoil at a progressive rate the longer you hold the trigger and should be affected subjectively further based on the weapon itself and whether you are moving, standing, or crouching. There should also be a risk of gun jamming that increases cumulatively if you repeatedly “red line” your weapon triggering an interation where you have to un jam the weapon and possibly lose some rounds before you can fire it again. This again forces some hard choices and strategy as well as some forethought in terms of what you choose to bring and how you use it.
Wow…that was a lot more than a few things, sorry for the length and my ramble/rant.
I don’t know shit about coding or how hard it may or may not be to implement any of this but
@OldKingHamlet @Courier
Maybe give it A Skim and at least a ❤ that’d be enough for me or maybe my
Unholy Backhanded Bitchslap Mechanic
Ya’know the one just for shiggles 😆