After a hiatus from PS2 for Fallout 4 shenanigans, I figured there might actually be interesting mechanics from Fallout 4 that could fix problems with PS2, namely with the never-ending balance issues around MAXes and HAs. But first, some background for those who haven't played FO4 yet. In FO4, you get Power Armour, which is a lot like a MAX suit. They are heavily armoured and allow you to carry more weight/weapons. And you get one within the first 10 minutes or so of the game. This is unlike previous Fallout games, where Power Armour is an end-game item. So in terms of game balance, how do they give early players such a powerful advantage while keeping the game challenging? That's because in FO4 the Power Armour requires "batteries" to use, in the form of Fusion Cores. As you move around in Power Armour, the Fusion Core depletes. Once it's all gone the Power Armour becomes crippled. Unless you have another Fusion Core, your Power Armour is mostly useless and is likely to get you killed. Thus Fusion Cores are essentially the limiting mechanic, balancing out an otherwise OP item. Oh, and Fusion Cores can be shot, which causes them to pop out and explode (often killing the occupant of the Power Armour). So they also serve as a balancing weak point. How does this apply to PS2? MAXes MAXes have a problem where they seem to be able to run independently of squishy support units. The ubiquitous "MAX crash" is one of these instances. In general there's not much penalty for "MAX heavy" squads, which leads to a ridiculous amount of MAXes running about. One change that could fix this would be to give each MAX a limited power battery, like how the Fusion Cores work in FO4. These Fusion Cores could be upgraded as a suit slot, and allow a MAX to operate independently for 30-60 seconds. Once the Fusion Core is depleted, however, all MAX operations (moving, reloading, turning) are greatly slowed down. Fusion Cores may be recharged by a friendly Engineer. What this does is it would force squads to be more balanced. A "MAX heavy" squad would soon find itself with sluggish, vulnerable MAXes, while a more balanced squad with enough supporting Engineers would be able to field more effective (if fewer) MAXes. Additionally this opens up counter-play, as taking out squishy Engineers would be a viable tactic to crippling a MAX. Heavy Assaults The chief complaint about HAs is that they seem to have an unfair combat advantage over other combat classes (usually Light Assaults and Infiltrators), and the counter to that is that the HA is meant to rush into combat and so needs to be tougher. Ideally, as long as an LA or Infiltrator has flanked a HA (using their class specialty), then they should easily win. But in a face-to-face fight, the HA should win. HAs could be changed such that they have a "Fusion Core" on their back. This makes sense, as they are supposed to have Power Armour which allows them to carry heavy LMGs and rocket launchers. Unlike a MAX, these Fusion Cores are unlimited and do not require Engineer support. This is because HAs are lighter than MAXes and so the Fusion Cores are not drained. However, what the Fusion Core does is serve as a OHK weak point for HAs. If the HA suffers direct damage (not indirect damage) to the Fusion Core, the HA will die in a small explosion. What this does is it keeps the HA as a frontal assault unit that can take a good number of hits from the front, but also rewards LAs and Infiltrators for flanking. If a HA is flanked and takes a bullet to the Fusion Core, that HA is out of the fight. There is no spinning around with the iWin shield and tanking hits. As such, HAs will be more vulnerable to flanking and will require teammates to provide protection. Likewise, stacking HAs in a mob might be an explosively bad idea. This freshens up the tactical value of lighter flanking units, allowing them to counter HAs with tactics and planning.