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Gold would matter to any player, not just Greenbeards who are low on credits. You would also make fun less RNG-dependent (yes, Gold may spawn Karl knows where but there is always 100+ on any mission, even in Deep Dives). As for the cost, 100-150 sounds reasonable to me: it's not too high and is also high enough to not see Jet Boot crates spammed on every mission. Mission Control could also start yelling if a player decided to request another one - only 1 crate should be available per mission. And since Deep Dives are rich on Gold, that limiting factor could be so that the players can request a crate only on one of the stages - the should choose which one by requesting them, but they can do so just once.
They are a fun random thing you find, and that's for the best.
Just need to find what should be the big cost
I don't think any cost would be sufficient, they are completely overpowered and break class balance; as well as team traversal mechanics.
Platforms, ziplines, who needs them? Who needs Scout when every class has that kind of mobility? Driller tunnels are about the only thing worth having at that point.
Which is why they are rare, making them more common is not a good idea; no offense.
I'm thinking being allowed to summon it after reaching a certain point in objectives
the best case of this idea would be sabotage, being able to summon it after completing the 2 hacks
like that you get them after visiting the cave
I am still thinking how this could work on other missions.
Of course they don't because they are only available randomly.
If you had jetboots every single mission, that would be a different story right?
I'll remind you that the old double jump perk was removed exactly for this reason, because it broke balance and team traversal.
I agree with both you and Chibbity. Hover boots as they are now, don't break team synergy because everyone gets them. The problem with the double-jump perk was that some people would bring them, others wouldn't. The de-synchronization is what hurt the co-op part. Like, Engines just wouldn't build platforms for their team cuz they could double jump, leaving others behind.
But Chibbity is also right that if we had jet boots EVERY mission, even at a cost, it would just make traversal tools obsolete. The jet boot cooldown is very easy to manage, and as long as you don't overheat you can go an entire mission with them without using a single traversal tool.
The classes are also balanced by having different levels of mobility. Gunner has high damage, lowest mobility. Scout is the inverse. You get the idea. If everyone could have jump boots, there'd be little reason to play Engie or Scout, everyone would just pick the strongest DPS/waveclear classes (Gunner/Driller respectively). Because why play a low-DPS class like Scout when his only upside is light and mobility, when you'd have infinite mobility every mission?
Sure, but you can't count on that or rely on it, so it can't be your plan; hence balance is unaffected.
Lol.
Rofl even.