New utilities utilizing systems and engine capacity - Afterburners and Emergency Shield Emitters

This CG has highlighted the fact that there really aren't very many uses for systems focused or engine focused engineering. If you check the debate in the threads dedicated to the community goal, you can see that most people have concluded that even a double engineered, systems and engines focused power distributor is basically useless.

I think the problem here is that there just aren't enough things that use your systems capacity and your engines capacity. And because Shields and engines both heavily bias in favor of long-term regeneration rather than short-term capacity, we end up in a situation where pretty much everything other than charge enhanced and occasionally weapons focused is useless.

Fortunately, the answer to this is pretty simple. We just need more things to use those parts of your capacitor! Here's a couple quick ideas that could be implemented without too much difficulty.


Afterburners

When activated, activates thrusters at maximum thrust, and uncaps the ship speed limit. Under afterburners, ships will accelerate massively and uncontrollably, slowly consuming remaining engines capacity. When manually turned off, or when the engines capacitor is depleted, has a 30 second cooldown.

Especially useful for trade ships, this will allow rapid movement from a to b, but due to the uncontrollable thrust, will not be useful for combat. Can and will absolutely cause people to crash into things at very high speeds. Which leads us very nicely into our next suggestion...


Emergency Shield Emitters

Activating this utility deploys an extremely powerful but extremely brief Shield. While active, it is almost indestructible, but it only can remain active as long as the utility is active, and the utility rapidly depletes systems capacity.

By very rapidly, I mean, like 2 seconds. It allows you to correct a single mistake, such as colliding with a mountain, or accidentally soaking up a full broadside of enemy fire. Because of this extremely short window, even small amounts of additional capacity on your distributor will enhance the effects dramatically.


These are just two ideas, of course, but you see the general principle. By adding in new things that use up power in short controllable bursts, rather than long-term regeneration, you can make these other engineering effects far more useful without changing them at all.
 
Why does everything in the game need to be obviously useful?

Don’t like the boost afterburner.

The shield emitter overcharge sounds promising.

I offer the system overcharge which when triggered lasts for how many seconds the capacitor lasts and while operating boosts the effectiveness of anything using the system capacitor at the time such as scanners. After the capacitor is emptied it has too reach 50% and a cooldown must happen.
 
Why does everything in the game need to be obviously useful?

Don’t like the boost afterburner.

The shield emitter overcharge sounds promising.

I offer the system overcharge which when triggered lasts for how many seconds the capacitor lasts and while operating boosts the effectiveness of anything using the system capacitor at the time such as scanners. After the capacitor is emptied it has too reach 50% and a cooldown must happen.
Why don't you like afterburners? And what sorts of things would your thing boost? Limpets? You can't exactly boost life support. Turbocharging limpet speed could be cool though.
 
Why don't you like afterburners? And what sorts of things would your thing boost? Limpets? You can't exactly boost life support. Turbocharging limpet speed could be cool though.
We already have boost now you want yet another go faster button one with the downside of making the ship uncontrollable.

Only the limpet controller uses the system capacitor but there are things like the KWS, PWA, FSW, ECM that do. I don’t see limpets going faster but maybe longer range while the boost lasts.
 
Hah, I just described the same shield overcharge/boost idea on Discord an hour back, and motivated by the exact same thought. SYS cap has always felt underutilised but this pre-engineered distributor draws attention to it.

What I'd add to the shield overcharge is some resistance to weapon experimental effects while overcharging. Also, during the short shield overcharge window, your weapons can't fire out of your shield.

Explorers would want to have the feature and enough SYS cap to use it, to protect against collisions. Traders might build for enormous SYS cap and try to use shield overcharge to protect them from gankers until they can escape.
 
Hah, I just described the same shield overcharge/boost idea on Discord an hour back, and motivated by the exact same thought. SYS cap has always felt underutilised but this pre-engineered distributor draws attention to it.

What I'd add to the shield overcharge is some resistance to weapon experimental effects while overcharging. Also, during the short shield overcharge window, your weapons can't fire out of your shield.

Explorers would want to have the feature and enough SYS cap to use it, to protect against collisions. Traders might build for enormous SYS cap and try to use shield overcharge to protect them from gankers until they can escape.
Yeah, exactly! Even in PVP, it could help to mitigate the strength of high burst damage attacks, since you could block big short-term blasts of damage like PAs or frags.

Really, it could expand the PVP domain quite a bit. You wouldn't necessarily even need a shield at all to use one, so hull tanks could save the distro from running a shield for more frequent emergency shield use.
 
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