Damper mechanic and fall damage

If you have played ROTC, you might have noticed that TOL currently lacks the damper mechanic (players take less damage the more energy they have) and has a lot less falling damage compared to ROTC. I had planned to move these things into a separate "1337"-mode to reduce the learning curve of the game and to not scare away new players, but after the play session this evening I agree with mray that they should remain part of the base game.
Reasons:
- The lack of the damper mechanic can make the weapons feel underpowered.
- The lack of falling damage removes the ability to severly damage or destroy enemies that overuse the etherboard/jumpboosters by pushing them into walls/the ground.
- And the main reason: Even if the absence of these mechanics reduces the learning curve, it actually leads to players learning how to play the game wrong.
The problem with the damper mechanic remains that it is a virtually "invisible" mechanic. Lots of casual ROTC players didn't even know it was there and were confused why they died so quickly sometimes. So my main question is how to make sure players know about this unusual mechanic and how important it is. Could use some ideas.
Reasons:
- The lack of the damper mechanic can make the weapons feel underpowered.
- The lack of falling damage removes the ability to severly damage or destroy enemies that overuse the etherboard/jumpboosters by pushing them into walls/the ground.
- And the main reason: Even if the absence of these mechanics reduces the learning curve, it actually leads to players learning how to play the game wrong.
The problem with the damper mechanic remains that it is a virtually "invisible" mechanic. Lots of casual ROTC players didn't even know it was there and were confused why they died so quickly sometimes. So my main question is how to make sure players know about this unusual mechanic and how important it is. Could use some ideas.