additional power plants.

as a player who has chose the path of most resistance via bounty hunting. I have noticed a recurring problem with this play style and that is fighter power plants, from my eagle through viper days and now in my vulture. power distribution and proper selection of internals and weapons is a bit of a pain. I do realise this is a balancing thing. but i think it would be nice to be able to add an auxiliary power plant in one of the internal bays.
what do you guys think.
I can't find anybody else talking about it, but if there has been previous discussions please let me know.
 
well we are getting extra fuel tanks in 1.3 so who knows?
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Though I would suggest that an extra power plant would sort your power problems but give you massive heat issues
 
no, please no! power management is good as it is
you can't expect to be allowed to slap full A rated gear on all ships...
 
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I hope not, I like the fact that I have to balance offensive/defensive setups, and forego certain things with the limited power at my disposal.
As it is right now, since the missle nerf, the game is mostly laser vs shield battles. If we had access to more power, the game would become more of the same, ie beam vs shields+booster+shield cell.
 
as a player who has chose the path of most resistance via bounty hunting. I have noticed a recurring problem with this play style and that is fighter power plants, from my eagle through viper days and now in my vulture. power distribution and proper selection of internals and weapons is a bit of a pain. I do realise this is a balancing thing. but i think it would be nice to be able to add an auxiliary power plant in one of the internal bays.
what do you guys think.
I can't find anybody else talking about it, but if there has been previous discussions please let me know.

No.

Ships with power issues are usually excellent in other areas. Power issues are just a drawback like any other. To be dealt with and made the best of.
 
there should be a trade off with it think, i am in favour of balanced ships. i wouldn't mind dropping a bit of maneuverability, smaller shields , hull integrity or something.
 
I think the vulture is a beast when you tweak it to cut out all the necessary modules on deployment of weapons (put everything not needed in a fight, including frameshift drive, to priority 2 or more in the module panel - you can simulate this by switching them off while parked in space station and checking the 'usage' percentage is below 100 after deactivation). Also, after hours of messing with configurations and weapons combinations, I have found the best way to take down an anaconda is not necessarily weapons versus shields (as mentioned above), but gimbled beam and gimbled frag cannon as the frag cannon is not disabled as much by the power drain of the beam laser (although I'm aware this is subjective). Furthermore, I reckon the vulture is already in advance of the cobra and viper as a fighting ship, which creates a paradox where people who have played longer have stronger ships and can shoot up new people more easily, however, I think Elite is as much about picking your fights well and avoiding certain situations until you have the skill and money to enter them, so I'd rather things were not balanced or nerfed...just my opinion :)
 
Being able to supe up reactors would be cool, but it'd need disproportionate downsides - increased heat generation, increased wear on the reactor itself, random failures, etc.
 
The only ships that should have multiple power plants are the Carriers, Battleships, and the like. I don't think that any player controlled ships should have them.
 
as a player who has chose the path of most resistance via bounty hunting. I have noticed a recurring problem with this play style and that is fighter power plants, from my eagle through viper days and now in my vulture. power distribution and proper selection of internals and weapons is a bit of a pain. I do realise this is a balancing thing. but i think it would be nice to be able to add an auxiliary power plant in one of the internal bays.
what do you guys think.
I can't find anybody else talking about it, but if there has been previous discussions please let me know.

I completely understand why you would want to use spare internal space to add an additional power plant (who wouldn't want more than enough power to fit anything they can) but this isn't just about balancing. It is also about making the Cmdr make a choice of the available equipment and to make sacrifices (if necessary) to achieve his or her preferred setup.

It is as much about making you choose a setup rather than everyone being able to fit everything.
 
I completely understand why you would want to use spare internal space to add an additional power plant (who wouldn't want more than enough power to fit anything they can) but this isn't just about balancing. It is also about making the Cmdr make a choice of the available equipment and to make sacrifices (if necessary) to achieve his or her preferred setup.

It is as much about making you choose a setup rather than everyone being able to fit everything.

I would love to see ship type variants though. Like a vulture with a class 6 power distributer but no class 5 slot. Or two large + two medium hardpoints but no utility mounts.
 
Multiple powerplants

Sorry this will never be implamented,even though this idea more than valid,I can already hear People Scream OP,OP,OP,OP its not fair OP,OP,OP having multiple power plants Would lead to the ships lots of Spare module EG the larger ships no power worries making more powerfull than they are now and certain people will not like that
 
First of all, piracy is the path of most resistance, not bounty hunting. Second, as others have said it would be insanely over powered. The power limitations are part of the balance of fighting ships.
 
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