Thanks for your quick reply. I see your point, but I don't agree with it.
What's a problem about it?
Well, to me it seems unrelated. What has "having some crystal energy" to do with your max energy output?
You make it sounds like some dirty trick, or entirely different gameplay when you obtained some crystal energy. Well, it's not.
1. You always use energy generated by your reactors before the crystal energy reserves are addressed.
2. As long as you have crystal energy you can use any amount of energy per second (so obtained crystals can be used as fast as you like).
These game mechanics apply always and to anyone.
Of course, the rules will work the same for everyone, but rules should be logical. And this one is, in my opinion, not.
Bear in mind that:
- You hardly ever need more than 60 energy per second. Often you'll finish the map much faster when going for the emitters/gateways rather than building more reactors. Fighting very strong titans with regular weapons is the only exception and players who love doing this will probably also like the constraint this implies (see my next point). I know I do!
- When you use a little more energy than you generate, your crystal energy will be gone and you will starve quickly. It's almost an art to keep your energy consumption at a fixed rate, especially when more launchers start firing after opening a chamber.
I know that in most maps you don't need 60 energy per second. But that's not the point here, we're talking about having or not having a limit of 60 energy per second. So all maps where you don't worry about this limit. I understand that it's not easy to always keep crystal energy, but what does it matter. There are dozens of things which will be hard to do. But why should doing such a thing grant me some extra unrelated power (the power to send more packets)?
I don't see why this is a problem. It's something extra you got (although you'll hardly ever use it). I think we all should thank TP for suggesting it and Virgil for implementing this nice additional feature.
Okay, let me give another example.
Me: Hey, I've got a great idea. Let's put a limit on the number of mortars you have at the same time. About 30 or so?
You: Why do you want that?
Me: It will make some maps extra hard, and it prevents some lag.
You: Okay, but some maps will be impossible then.
Me: Okay, then let's make this addition to the rule: If you have not built a single blaster in that map yet, you can build unlimited mortars. So you can choose: built blasters and mortars, and then maximum amount of mortars is 30, or no blasters and then you can have as many mortars as you want.
You: What is the relation between "having built a blaster" and "the mortar limit of 30".
Me: There's not. But I don't see the problem with it, since it will be hard to complete maps without a single blaster. You can almost see it as an art to do it without them. And in most maps you don't need 30 mortars anyway, so there's not much of a problem.
Hopefully, you found this idea as ridiculous as I did. But then let me ask this. What is the difference between this request, and between the crystal energy/max energy output? I fail to see it.
PS: We're going a little off-topic, maybe we should start a new topic?