XCOM 2
Welcome to the Resistance
Create your own aliens, weapons, maps, and other content to expand the XCOM2 universe
Workshop idea: Recharging Frag Grenades / charge rocket launcher
I had an idea for the game to truly give you an destructive edge, in addition to the "No Timers" Mod, that puts an unique spin on grenades and grenade launchers.

If you have 1 grenade charge you will have to wait 1 turn to get a full recharge on your grenade for that squad member, and the cooldown becomes longer the more grenades you're allowed to spend up.

Squad Member LV 1 > Grenades: 1, after grenade is spent: Recharge for 1 turn.
Squad member LV 2 > Grenades: 2; after all 2 grenades are spent, cooldown for 2 turns to fully charge 2 grenades.
Squad member LV 3 > Grenades: 3; After All Grenades are spent, cooldown for 3 turns to fully charge 3 grenades.

Demolitionist grenade launcher > 4 charges > after all grenades charges are spent, cooldown for 4 turns to replinish all grenade charges.
Demolitionist Grenade Launcher LV 2 > 5 charges; After all grenades charges are spent, cooldown for 5 turns to replenish all grenade chargs.
Demolitionist Grenade Launcher LV 2 + Extra Charge Perk > After all 6 grenades charges are spent, wait 6 turns for all grenades charges to fully recharge

Rocket Launcher > 1 charge in WAR suit, etc. > after the Rocket is launched, wait 1 turn for rocket launcher to cycle in an new round.

This adds an bit of tact based on your amount of charges, and makes grenades an more worthwhile investment, and make powered suits and WAR suits and exo suits more valuable even lategame.

You can publish the workshop addon, as long as I am at least credited for the concept if you have read this article in the confines of patents.

PATENT: Explosive Recharges