I've been playing Escalation alot lately, and figured that a few new abilities would be good for giving characters extra individuality, and add a whole new level of strategy to the game (not all of these are intended for Multiplayer): R2 Abilities: Hypnotise: Mindwipes ability. When used, he shoots rippling waves of hypnotic energy from his eyes a short distance, which cause the same damage as a point blank EMP shotgun blast. If this is enough to overcome his targets remaining energy, their colour changes Decepticon purple (accompanied by him saying something suitably sinister like 'You vill obey me!/You are mine to command!') and they join you as a 'pet' until they are destroyed. Obviously Machine Gunners are easy to hypnotise but arn't particularly effective, but if you're patient enough to hypnotise a Titan, then you'll have some fun! Crusher: You unsheath your weapon and corkscrew dive in a straight line through a line of enemies at awesome speed, inflicting heavy damage (ala M.Bison, hence the name). Also good for getting out of a scrape. Aura: Very simple this one, a healing bubble expands from your character which lasts around twice as long as an Energon Grenade (intended for Ratchet or First Aid). Minefield: A watered down version of the Thermo Mine Respawner Killstreak, causes you to drop three mines in succession - use it in conjunction with purchasable mines to quickly lock an area down. Surplus: Like the Ammo Matrix Killstreak (though this time only affecting you), you immediately recieve a full ammo refill for all your weapons, aswell as as infinate ammo with no need to reload for a few seconds - great when you're being swamped! L2 Abilities: Lookout: Deploys a transparent energy platform in front of you around waist height, which rises further into the air the longer you hold L2. Its a tactical ability intended to help less mobile characters reach higher vantage points, enable you to set up better angles for your fire (especially in those cramped times when you and your team mates are all trying to fire on the same target), and it also provides protecion from above and below. Fence: An alternate version of Barrier, which deploys a (non damaging) laser grid in front of you. Unlike Barrier, it can be fired through, but it DOES count as a physical obstacle which cannot be moved through (though melee hits can smash it). Use it to create choke points and no access zones. Wall: Fence and Barrier combined - creates a solid, opaque roadblock which can neither be moved nor fired through (though again, melee can smash it). Safezone: The daddy of all Barrier derived skills (and also takes much longer to charge between uses), Safezone deploys four Barriers around you simultaneously, providing fantastic protection from gunfire and a perfect opportunity to rescue team mates and give yourself a chance to regroup and fight back when you become swamped. Shield: You raise your left arm and deploy an Energon Riot Shield rather like those carried by Brutes, which absorbs incoming gunfire like a Barrier. It reduces you to walking speed and doesnt offer total protection on your right side, but you can still fire whilst carrying it, and its a fantastic skill to use when you're standing in place and sniping enemies as they approach, or need to cover an allies retreat. Haggle: Swindles ability! It can only be used in Escalation, and only when standing in front of a pay point. Once deployed, a (-$) sign will appear in front of the pay point for 30 seconds, and during this time any energon you feed into it will count as double - basically, you can open doors, purchase energon/grenades/ammo/weapons and even activate various traps and healing stations for half price! The recharge time between uses is even longer than that of the Ammo Beacon, but used wisely by the team, this ability would no doubt prove exceptionally effective. I'd also like to transfer into Escalation a few more of the Multiplayer abilities like Mark Target and Orbital Beacon 2.0, those two in particular would be perfect for characters like the Predacons, enabling the team to single out and 'hunt down' weakened, vulnerable targets.