A quick idea that is reminiscent of 'overclocking' in Star Citizen (if I recall).
On the system panel we have the ability to 'overload' certain modules like FSDs, energy / plasma weapons, shields(? possibly) and engines so that they operate beyond safe limits, but at the same time eat power, heat up the ship and perhaps quicken the need for advanced maintenance (since they are being thrashed so much).
It would promote the use of the AMFU and cooling a bit more, and make cutting edge engineered ships more dangerous to fly. In some ways it is power creep, but it comes at a cost when used in combination with top end engineering where it could be diminishing returns. For example:
Heat generation: non engineered parts might get a big boost, while a G5 OC PA would be exponentially hotter for a small additional DPS boost, the same for engines etc.
Powerplants: overloading has a direct 1:1 power requirement, meaning you need increasing surplus power to dial up its effect. However, heavily OC powerplants would be very vulnerable since they run hot and are fragile.
Shields: contentious (since they can be 10k Mj thick and more is silly) the overload effect 'curve' might top out very early (i.e. G5 shields see no benefit while lower grades / unengineered see a sharper increase).
For the people with no engineering ability (i.e. starting players, non Horizons Core players) a way to 'self engineer' at least one part of your ship (go faster, more shields, hit harder).
Also:
An experimental effect on a powerplant might add a second overload 'slot' (which is then doubling the heat).
It might (theoretically) provide a reason for lower levels of traditional engineering to find a more personal 'sweet spot' based on your preferences- and as a bonus it is situational (so you can tinker in real time as you fly / fight etc).
This could also replace certain engineering altogether, if so you should be able to overload anything with a corresponding cost in power and heat. This would be good for balance, since high end performance would come at a greater price that makes such builds fragile / need special care. In this respect it would make engineering temporal, in that you are selectively engineering your ship in real time based on the situation (rather than having 'fixed' engineering effects).
On the system panel we have the ability to 'overload' certain modules like FSDs, energy / plasma weapons, shields(? possibly) and engines so that they operate beyond safe limits, but at the same time eat power, heat up the ship and perhaps quicken the need for advanced maintenance (since they are being thrashed so much).
It would promote the use of the AMFU and cooling a bit more, and make cutting edge engineered ships more dangerous to fly. In some ways it is power creep, but it comes at a cost when used in combination with top end engineering where it could be diminishing returns. For example:
Heat generation: non engineered parts might get a big boost, while a G5 OC PA would be exponentially hotter for a small additional DPS boost, the same for engines etc.
Powerplants: overloading has a direct 1:1 power requirement, meaning you need increasing surplus power to dial up its effect. However, heavily OC powerplants would be very vulnerable since they run hot and are fragile.
Shields: contentious (since they can be 10k Mj thick and more is silly) the overload effect 'curve' might top out very early (i.e. G5 shields see no benefit while lower grades / unengineered see a sharper increase).
For the people with no engineering ability (i.e. starting players, non Horizons Core players) a way to 'self engineer' at least one part of your ship (go faster, more shields, hit harder).
Also:
An experimental effect on a powerplant might add a second overload 'slot' (which is then doubling the heat).
It might (theoretically) provide a reason for lower levels of traditional engineering to find a more personal 'sweet spot' based on your preferences- and as a bonus it is situational (so you can tinker in real time as you fly / fight etc).
This could also replace certain engineering altogether, if so you should be able to overload anything with a corresponding cost in power and heat. This would be good for balance, since high end performance would come at a greater price that makes such builds fragile / need special care. In this respect it would make engineering temporal, in that you are selectively engineering your ship in real time based on the situation (rather than having 'fixed' engineering effects).
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