Hey all, we've all had a few ideas for making synthesis more interesting, and balanced, so I've combined all the ones I've seen in to one thread.
Varying Time To Synthesise
By applying a synthesis time to a fair few of the synthesis items, it would be possible to allow for many items to be allowed to be synthesized, which would ordinarily upset PvP balance.
Upcoming 2.4 items such as Chaff and Heatsink synthesis can be made to take a fair few minutes, meaning combat use is limited, but possible.
Other currently non-synthesisable items, like SCBs, torpedoes could also be added, with very long times, and rare materials.
Items like FSD boosts can be more or less instant, as they don't effect balance.
Synthesis SYS Capacitor Use And Heat
Synthesis could also drain the SYS capacitor, and generate heat. It pauses when the capacitor is empty, heat could also buildup quickly when capacitor is empty. Maybe even draw from shield HP if SYS capacitor runs dry.
Different items require more SYS energy, items that require careful balance, such as Heatsinks, Chaff, SCBs, Torpedoes, premium ammo etc, could require huge amounts of SYS energy and generate a fair amount of heat, while normal items, such as FSD boosts require very little, and generate little heat.
Synthesis As A Subsystem
Much like the cargo hatch, it's built in, and requires no slot, or outfitting. But it can be targetted, so it can damaged.
Excessive heat generated from synthesis (see above) directly damages the synthesis module.
A malfunctioning synthesis module can cause irregularly high SYS drain and heat production, randomly go offline, or fail to synthesise the item and waste materials.
When at 0%, synthesis is unavailable.
Even though it's built-in, it could require a 1-2 Mw to keep online, although this might throw off newbies who don't understand the power system.
This would mean you can purposely take out another CMDRs synthesis module, and prevent them reloading, and if they wanted to synthesise during combat, they'd need to assign pips to SYS, and be able to take the heat from it.
Thoughts?
CMDR Cosmic Spacehead
Varying Time To Synthesise
By applying a synthesis time to a fair few of the synthesis items, it would be possible to allow for many items to be allowed to be synthesized, which would ordinarily upset PvP balance.
Upcoming 2.4 items such as Chaff and Heatsink synthesis can be made to take a fair few minutes, meaning combat use is limited, but possible.
Other currently non-synthesisable items, like SCBs, torpedoes could also be added, with very long times, and rare materials.
Items like FSD boosts can be more or less instant, as they don't effect balance.
Synthesis SYS Capacitor Use And Heat
Synthesis could also drain the SYS capacitor, and generate heat. It pauses when the capacitor is empty, heat could also buildup quickly when capacitor is empty. Maybe even draw from shield HP if SYS capacitor runs dry.
Different items require more SYS energy, items that require careful balance, such as Heatsinks, Chaff, SCBs, Torpedoes, premium ammo etc, could require huge amounts of SYS energy and generate a fair amount of heat, while normal items, such as FSD boosts require very little, and generate little heat.
Synthesis As A Subsystem
Much like the cargo hatch, it's built in, and requires no slot, or outfitting. But it can be targetted, so it can damaged.
Excessive heat generated from synthesis (see above) directly damages the synthesis module.
A malfunctioning synthesis module can cause irregularly high SYS drain and heat production, randomly go offline, or fail to synthesise the item and waste materials.
When at 0%, synthesis is unavailable.
Even though it's built-in, it could require a 1-2 Mw to keep online, although this might throw off newbies who don't understand the power system.
This would mean you can purposely take out another CMDRs synthesis module, and prevent them reloading, and if they wanted to synthesise during combat, they'd need to assign pips to SYS, and be able to take the heat from it.
Thoughts?
CMDR Cosmic Spacehead
Last edited: