I was originally planning on using energy as stamina for hyperthrusting as running etc...
But now after hearing an idea about essentially using it as armor that can be recharged by engineers, i've been brainstorming.
First off all weapons would deal same energy damage they do as kinetic (personal damage).
Combat suit energy level would be 50, with shield mode activated on the .cfg, thus energy acting like in CTF.
This would mean that players would get like a chance to take 4-5 hits from most guns with reduced hp damage or take like one rocket with minimal damage instead of killing them.
It would offer protection but not THAT much protection.
Secondly, shield recharge would be set to 0 or to a slight amount. Engineers would be able to repair shields.
This would greatly enhance usefulness of engineering rather than to just those who want to vech lame and repair vehicles.
Thirdly, this would make a much more believable system as well as making it easier to balance "implants" i wanted to implement.
CSE's or CSI's (Combat Suit Enhancements/Implants) would be allowed to have one every say 4 ranks. These would also use shield energy, at least most.
CSE Ideas:
Melee Booster: allows usage of secondary mode on combat knife, strong attack, possibly uses shield energy. Ideal for infil types
Active Matrix: item maker, uses all 50 energy, creates a "Matrix" utility that lasts for 3-6 seconds and has 50-80% protection against damages. Long reload to not be abused. Designed to charge into buildings etc.
Repulsor: like a repulsor... uses good deal of energy, 25ish. Good for repulsing rockets/grenades, about it. Protection trade off isn't worth it for bullets.
Speed Booster: On/Off utility item, gives around 15-20% speed boost, has negative energy drain, only being able to use it for roughly 5-10 seconds without being shot.
Regenerator: repair item: short reload, like 25-50 ticks, when used, exchanges one energy for one health point gradually, allowed restoration of 50 health points, only useful in between battles.