New Engineering Blueprints: Tweaking Boosting

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:
  • 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.
 
A new per ship meta would emerge. And everyone would be using the same thing on the same ships. Much as I like more choice, this seems like extra dev work with an end result being a slightly different meta given just a bit of time. Why not though, Might as well throw stuff at the wall and see what sticks and all that.
 
I like the concept, but I'd prefer this to be used for something like Multicrew, where currently a copilot has little to do.

A copilot could choose to temporarily increase the potency of different aspects of boosting, just like what you're talking about here; sorta like moving your pip around, but beyond it, and more interactive. Could be pretty cool!
 
I like the concept, but I'd prefer this to be used for something like Multicrew, where currently a copilot has little to do.

A copilot could choose to temporarily increase the potency of different aspects of boosting, just like what you're talking about here; sorta like moving your pip around, but beyond it, and more interactive. Could be pretty cool!
I don't think it would be good to lock this behind Multicrew. It should be accessible for all commanders and ships, and not complicate the issues that Multicrew still needs to fix. I already take issue with how Multicrew gives copilots the 'extra pips' and third-person-view gimmicks; it's really a whole other discussion so I won't try to get into it here.
 
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