how about reactors that passively draw massive amounts of energy from the ship to function in order to deliver a % power generation bonus?
so basically, the reactors have an exponential curve for power amplification but a linear power cost that is so intense/extreme that trying to use the reactors on ships with fewer than 1 million native power generation will consume more power than it produces, while on ships with exactly 1 million native power generation, it will produce as much power as it consumes, and then on a ship producing more than 1 million, it can produce more than it consumes. up to 2x the native power generation at 2 million native power generation. the system would be composed of a "Reactor Amplifier computer" and the bullk: "Reactor Amplifier modules"
the math would work out as:
maximum power amplification = (power generation)/1,000,000 = power amplifier multiplier
so for 500,000 e/s, using a maximized power amplifier reactor, you would have a maximum of 0.5x your native power generation, meaning that your ship would consume 500,000 e/s running this system, and then spit out 250,000 e/s
at 1000,000 e/s using a maximized power amplifier reactor, you'd have a maximum of 1x your native power generation, meaning that your ship would consume 1,000,000 e/s running this system and spit out 1,000,000 e/s
at 2,000,000 e/s using a maximized power amplifier reactor, you'd have a maximum of 2x your native power generation, meaning that your ship would consume 2,000,000 e/s running this system and spit out 4,000,000 e/s
The power amplification system would be configured such that its (total block count/groups)/12.5% of your ship's block count would equal the % of your native power generation that would be affected by it when activated. if the power amplification system is a single group that equals 12.5% of your ship's block count, then it acts upon all 100% of your ship's native power generation. if it equals 6.25% of your ship's total block count, or is 12.5% of your ship's block count comprised of two groups, then it acts upon 50% of your ship's native power generation.
The amplification would be a system that consumes "cooling capacity" which is yet again, another ship system as part of this ecosystem. The total cooling capacity would be comprised of "radiators" and "heat capacitors". radiators produce cooling capacity, and heat capacitors increase the ship's cooling capacity maximum. radiators would build cooling capacity very slowly while heat capacitors would build maximum cooling capacity at a linear rate. This is similar to power reactor modules and power capacitor modules currently in-game. radiator blocks would require being placed such that at least 1 face of the block is un-covered and at least 1 face of the block is covered. each radiator block would function best with up to 5 faces of the block are un-covered, and the cooling generated scaled by the block's uncovered face count
when activated, the power amplification system consumes cooling capacity until it reaches 20%, and then turns off . You may activate the power amplification any time, just you must keep in mind your cooling capacity, which is very likely to be unable to sustain the power amplification indefinitely. the cooling capacity reactors consume power in order to generate cooling capacity, so trying to make an indefinitely sustainable power amplification system would reduce your total free power produced by the power amplification in the first place. while the amplification is switched off, cooling capacity increases until your ship is at maximum. if your ship's cooling capacity drops to zero, the ship would then undergo a power generation cut to 50% until your cooling capacity recharged to 20% of your maximum cooling capacity.
sectors could be given heat ratings which consume ship cooling capacity. stars sectors would consume ship cooling capacity at some amount that is easily manageable for a large ship with a large cooling system, and each sector in distance away from the star sector would consume an exponentially lower amount of cooling capacity, with void sectors consuming none. this would mean that the power amplification strategies would need to consider their location when using this system, and ships with very strong cooling could retreat strategically into high heat systems in order to deter pursuers. Shipbuilding could be done in any sector, however, the hotter the sector, the more cooling capacity that the shipyard would need to function at maximum performance
entities would handle cooling capacity needs of ships docked to the main entity with the docked entities' cooling system being used when the main ship's cooling system drops below 20%
implications: block-loss damage to your ship would increase the % of power generation that the amplification would act upon, increasing cooling capacity usage, decreasing amplification viability.
amplification blocks would be explosive like warheads, radiators would be weak points/vulnerable and this would bring some more location-based strategic elements into the game.