Terminology changes:
Optional, but might be interesting (or it might just be weird):
- Chambers -> Advanced Modules or Auxiliary Modules
- Chamber Capacity -> CPU
- CPU% is ship-wide.
- Individual adv. modules can be activated and deactivated from a control panel provided there is enough CPU.
- Modules have a "loading time" while the CPU brings them online.
- Include a preset feature to enable quick switching between configurations instead of switching reactors.
- Module block count requirement depends on the size of the system it modifies.
- Multiple reactors are now possible. Destroying a reactor causes an explosion instead of just vaporizing the whole ship.
- The failsafe module prevents a reactor from blowing up when it dies. Useful on multi-reactor builds. Might be irrelevant if you have only one reactor, because you're done for anyway.
Optional, but might be interesting (or it might just be weird):
- Conduits connect modules to the systems they modify.
- If you have multiple groups of one system, each group must have its own modules attached.
- Only types of module cost CPU. Having two of the same type attached to different groups has no additional cost. (Scifi excuse: calculations are the same for all modules of the same kind)
- Likely meta effect: Reduce the number of small system groups, and tend toward larger groups. Could be desirable.
- Gameplay "flavor" effect: Connecting things together feels more like building some kind of machinery rather than just shoving blocks in available space.
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