I had an idea about the shield booster changes and one thing I've been mulling over is the ability to "over charge" the shields, but doing it in a way that isn't going to leave us in a position we were in before the shield booster diminishing returns.
My current thoughts are;
What if we could over charge the capacitors for greater effect.
Over charged SYS = Stronger Shields
Over charged ENG = More boost capacity
Over charged WEP = More damage
How would it work;
When a capacitor is fully charged, it would allow you to over charge capacitors by adding more pips 5 or 6 pips - pips 5 & 6 do not effect the strength of the shields having over charge capacity does.
The capacitor would then start to "over charge" colouring the bar over writing orange to blue up to 100%
The over charge would need maintenance charge 2 pips of capacitor draw to keep the over charge in place on top of shields/weapons/boost draw.
Maintaining over charge would create more heat in the same fashion that shields charging creates heat.
Allowing over charge to dissipate with 0 pips would not generate heat
This would allow commanders to have stronger shields without needing to rely on shield booster stacking.
The over charge capacity would start to diminish once the shields/weapons pull capacitor draw during normal use unless pips were added into that capacitor to overcome the draw (eg 6WEP would cover 2pips for maintenance, and 4pips for weapon draw, at the cost of shields and speed).
Recharging over charge requires commanders to sacrifice speed AND weapons.
Extra pips from multi-crew could be used as over charge pips making MC ships even more powerful.
My current thoughts are;
What if we could over charge the capacitors for greater effect.
Over charged SYS = Stronger Shields
Over charged ENG = More boost capacity
Over charged WEP = More damage
How would it work;
When a capacitor is fully charged, it would allow you to over charge capacitors by adding more pips 5 or 6 pips - pips 5 & 6 do not effect the strength of the shields having over charge capacity does.
The capacitor would then start to "over charge" colouring the bar over writing orange to blue up to 100%
The over charge would need maintenance charge 2 pips of capacitor draw to keep the over charge in place on top of shields/weapons/boost draw.
Maintaining over charge would create more heat in the same fashion that shields charging creates heat.
Allowing over charge to dissipate with 0 pips would not generate heat
This would allow commanders to have stronger shields without needing to rely on shield booster stacking.
The over charge capacity would start to diminish once the shields/weapons pull capacitor draw during normal use unless pips were added into that capacitor to overcome the draw (eg 6WEP would cover 2pips for maintenance, and 4pips for weapon draw, at the cost of shields and speed).
Recharging over charge requires commanders to sacrifice speed AND weapons.
Extra pips from multi-crew could be used as over charge pips making MC ships even more powerful.
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