User blog comment:Willbachbakal/Co-Op Plasmids: Telekinesis/@comment-3567720-20110727224603/@comment-3567720-20110729101743

I had found out these ideas independently, before you came up with them here (although I did not write them down, so it's hard to prove). And I use them for a singleplayer system, not a co-op one. But this point, your and my ideas about TK upgrades are so similar, that they... matching to each other. (I'm not sure the right words here.) I thought you would be curious about my solution the triggering problem.

I'm not sure that I understand your argument about the accidental Pummel triggering. To shoot a TK-grabbed object, the player must release the holded Fire button first, the push it again. Keep the button holding after the object under his/her hands only neccessery to the Pummel. And when I say "dozens", don't think on "36". It picks up everything. If someone carry out totally, one won't find any moveable object in that end of the room. The overpowerness can be true, I must admit, although most of the enemies simply retreat when they see the player performing it. Then just wait until the player abort the process or run out of EVE, then make a counterattack.

However, this post is about your PLasmid ideas, not mine. Back to the triggering problems: if you don like these, I can suggest using the TK Shield button to charging up (press and hold the button to trigger a Sonic Boom/Pummel/etc.).