Weapons, armor and economy - 6.9
Utility and economy
In one line: Abilities are cheap compared to guns, but they are part of the economy just like rifles and armor. Abilities you buy and do not use carry over to the next round even if you die: the real waste is not credits, it is the round lost with utility in your pocket.
Utility is part of the economy
When people talk about economy they think of rifles and armor. But every agent also has abilities to buy, and a full kit can cost several hundred credits: enough to make the difference between a complete full buy and a partial one.
Three rules on how it works:
- abilities you bought and did not use stay with you next round, even if you die;
- charges that recharged during the round (for example the signature ability, which usually gets one free charge each round) do not stack up: next round you start again from the free charge;
- some abilities have temporary charges that do not carry over.
The practical consequence matters: an unused ability is not lost. The cost of dying with utility in your pocket is not measured in credits, but in the round you could have won by using it.
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