Wed Nov 13, 2013 12:24 pm by sky_lark
I've grown to really enjoy the "fast regen" function. It adds an extra challenge to the game and provides an opportunity to fight back even when on the verge of death. I've learned how to play more calmly and strategically, taking opportunities to stop and grab that energy boost, instead of desperately fleeing. It also encourages pursuers to be aggressive in their attacks, and not allow their enemies to gain the fast regen.
Even with my experience, sitting still for the few necessary seconds is extremely tricky in most circumstances. I have to balance the value of the regen with the risk of holding out until the last second. It's still a concept that I'm struggling to master, and I enjoy that challenge.
With that in mind, I'm concerned that allowing for movement during a regen will weaken the "barrier to entry" aspect of the regen, effectively making it easier to accomplish - even with the restricted module/weapon usage.
I don't deny that intense action and combat are key components of Bitfighter. I haven't exactly seen camping, per se, but I suppose it exists to some extent. But I also don't think that stopping to rest overly contradicts Bitfighter's chaotic fundamentals. Rarely have my rest breaks impacted my feelings of pressure or stress. Further, my stoppages almost always are followed by enemies, daring to prevent my regen, so there's action in that.
edit: I will point out, however, that my play style has changed significantly with the addition of the fast regen. As stated above, I now tend to play calmer defense, using walls and items to block shots and taking more careful routes. So you're definitely right about there being a shift in the game's action in some sense. But, nonetheless, I am content with that change, and I haven't witnessed an overall drop in intensity.