User blog comment:Willbachbakal/Co-Op Plasmids: Teleport/@comment-1999649-20110824235917/@comment-1330314-20110825103646

Actually, that would only work with deployable Plasmids (Cyclone Trap, Decoy, etc.), since you'd need at least one of the Plasmids to be physically present in the area to be able to charge them up. That is unless you mean you want the player to be able to mix two different Plasmids together through any means, in which case I did exactly that for my multiplayer Plasmids. I didn't want to repeat it here, since fifteen different base Plasmids would mean one hundred and twenty different combinations, and if you add the advanced iterations on top (which already makes a total of sixty more-or-less-different Plasmids) the number would rise to 1830.