I was doing my BuckyBall Run 2 run, and figured I'll squeeze every last bit out of my Sidewinder. I took all non-essential mods offline, and even considered doing the run mostly without life support. This was in the hopes that maybe I could tease out a little bit of speed, or at least get slightly faster boost reload.
But that's not the case, as far as I can tell. I clocked full recover from zero bars to full bar on the boost at 16 seconds (full pips on engines) with all mods online. Same with all offline, including life suport.
Now, my proposal is this: give a speed benefit for running with fewer modules. Since your ship is using less electricity, it makes sense for the ship to have some speed advantage - it doesn't have to be much, 2-10%.
Alternatively or additionally, give a bonus to systems recharge rate. Again, not a huge bonus is needed, but enough to give a noticeable benefit per shut down module.
Both give added depth to gameplay, as a player can elect to shut off shields to get away from the enemy faster, or to shut down life support to recharge shields quicker, for example. The possibilities are endless!
But that's not the case, as far as I can tell. I clocked full recover from zero bars to full bar on the boost at 16 seconds (full pips on engines) with all mods online. Same with all offline, including life suport.
Now, my proposal is this: give a speed benefit for running with fewer modules. Since your ship is using less electricity, it makes sense for the ship to have some speed advantage - it doesn't have to be much, 2-10%.
Alternatively or additionally, give a bonus to systems recharge rate. Again, not a huge bonus is needed, but enough to give a noticeable benefit per shut down module.
Both give added depth to gameplay, as a player can elect to shut off shields to get away from the enemy faster, or to shut down life support to recharge shields quicker, for example. The possibilities are endless!