Sorry, we don't support your browser.  Install a modern browser

Module overdrive#1046

All manufacture modules would get a new switch on them (like with turrets that have multiple indicators on the inside.)
This switch would be the Overdrive !
The overdrive would double the efficiency of a module, meaning that all items it crafts are produced 2× faster. However, using the overdrive will damage the module, ignoring armour. The module would be destroyed if left too long in overdrive or if left unrepaired (you can repair modules during overdrive), and the time it takes would be between 3 and 5 minutes. This might even depend on the tier of the module, for example T1 has 3 minutes, T2 has 4 and T3 has 5.
T1 could be skipped, if the mechanic turns out to be too confusing for new players. The switch would only appear on T2 modules, along with an explanation for it somewhere (in a quest or in the archive).
The player would have to manage the overdrive to make sure his modules don’t explode, but also make sure to always have something to repair.
I can see this being useful for research, or when eruption is about to happen and you want to finish production of an item before going down…

There could also be a new device : the overdrive controller. Something that can turn on or off overdrive for all modules of it’s group. A small version would act only for one group at a time (same size as small panels), it could hold simple information like the icon of its group, a display with the text “Overdrive : ON” (or OFF), and a button that toggles overdrive on of off. There could also be a medium version that holds all 3 manufacture groups in one device (same size as regular controllers.)

And if we really want to be crazy, we could extend this mechanic to turret and powerplants. It woud work on powerplants fairly similarily to the manufacture modules, doubling their energy production speed and coal consumption while taking passive damage. For the turrets, overdrive could make them shoot and reload faster, and, if possible, more accurate.

This would make an interesting balance appear : some players might want to leave overdrive on all the time, but then they have to repair periodically ; but it also means all their systems are always boosted, making their ship a lot more efficient. And if we ever get some form of automatic repair device, the ship could maintain the modules in overdrive on its own, and the ship would be more efficient at the cost of a passive consumption of resources (assuming auto-repair takes resources).

2 years ago

I say the turrets dont take damage but are less accurate

2 years ago

That makes no sense. You could literally make your ship invincible. I don’t think that would make for a very nice balance or a very rewarding experience. If you have just one invincible module on the ship, it cannot be destroyed. Easy way to stop player progression, but also to kill the game.
What in the world could explain a module becoming indestructible by pressing a button ?? And how does them being less accurate make up for literal invincibility ??

2 years ago