Something that gets on my nerves during extended periods of combat is the uniformity of the "boosting" mechanic. While ships vary slightly depending on distributor size, it always works the same: charge up ENG, use boost, enjoy enhanced speed and maneuverability briefly, repeat ad nauseum, against opponents doing the exact same thing at about the exact same cadence as you. Then I had a thought.
What if Engineering blueprints allowed us to customize how boosting works on our ship to break up that monotony?
For example:
Note that any increase to baseline performance always has a proportionate reduction in performance elsewhere in ways that are interesting without being overpowering (though of course the actual numbers involved are up for some debate), resulting in tweaks to and more options for how the ship works without leading to clear power creep.
Given the hunger for 'new content' within the community that's always been omnipresent over the years, this would be a healthy way to add something new without needing to create new game systems or causing new balance or gameplay problems, and set a new example/standard for how Engineering blueprints should be.
What if Engineering blueprints allowed us to customize how boosting works on our ship to break up that monotony?
For example:
- Blueprint A: increased boost effect by 25%, shortened duration by 50% (stronger boost but short duration)
- Blueprint B: reduced boost effect by 25%, increased duration by 50% (weaker boost but longer duration)
- Blueprint C: boost effect removed, baseline thruster performance increased by 25% (no boost in exchange for flat baseline increase instead)
- Blueprint D: increased boost effect on lateral thrusters by 25%, reduced boost effect on main thrust by 25% (in other words, turn faster while boosting but don't go as fast)
- Blueprint E: increased boost effect on main thrusters by 25%, reduced effect on lateral thrusters by 25% (conversely, go faster but turn slower while boosting)
Note that any increase to baseline performance always has a proportionate reduction in performance elsewhere in ways that are interesting without being overpowering (though of course the actual numbers involved are up for some debate), resulting in tweaks to and more options for how the ship works without leading to clear power creep.
Given the hunger for 'new content' within the community that's always been omnipresent over the years, this would be a healthy way to add something new without needing to create new game systems or causing new balance or gameplay problems, and set a new example/standard for how Engineering blueprints should be.