- Joined
- Apr 26, 2017
- Messages
- 32
- Reaction score
- 14
When a ship's power drops to 0, they ought to suffer some sort of penalty. This would take power generation beyond a matter of managing cool-downs for weapons, or beyond a re-gen value that needs to be X high to sustain systems.
When your ship drops to 0 power and attempts to continue to draw beyond your re-gen rate, you should be slapped with either a nasty power re-gen penalty, or a brief "complete power failure" where you get 0 power output for a brief period of time - The bigger the reactor/#of power blocks the worse the penalty.
This would provide an additional incentive to run a higher ratio of power capacity, but would also be the re-birth of the EMP effect module as a useful pvp tool. A ship specked in EMP would be able to disable an inefficient ship without destroying it by using EMP to trigger the Power Failure Debuff (PFD) in conjunction with a Stop effect module weapon.
This should pave the way to several new classes of ships. Up until this point the only thing you could do with an enemy is destroy, but being able to disable a ship in this way would create new role-play possibilities for law enforcement or even for traps! A big enough station could have an array of EMP/Stop weapons to hold invaders or snag freighters. Depending on how punishing the debuff is, it could add more diversity to the competitive pvp meta, and allow Energy Tanking to be a thing.
Depending on what the next power overhaul proposal looks like, a debuff like this could be adapted to suit the new heat system, and would open the doors to modules to counter its effects. Perhaps having a backup reactor would be a countermeasure against PFD, or a specific add-on for a reactor that acts like a capacitor and can be turned-on to end a PFD (but takes time to re-charge).
When your ship drops to 0 power and attempts to continue to draw beyond your re-gen rate, you should be slapped with either a nasty power re-gen penalty, or a brief "complete power failure" where you get 0 power output for a brief period of time - The bigger the reactor/#of power blocks the worse the penalty.
This would provide an additional incentive to run a higher ratio of power capacity, but would also be the re-birth of the EMP effect module as a useful pvp tool. A ship specked in EMP would be able to disable an inefficient ship without destroying it by using EMP to trigger the Power Failure Debuff (PFD) in conjunction with a Stop effect module weapon.
This should pave the way to several new classes of ships. Up until this point the only thing you could do with an enemy is destroy, but being able to disable a ship in this way would create new role-play possibilities for law enforcement or even for traps! A big enough station could have an array of EMP/Stop weapons to hold invaders or snag freighters. Depending on how punishing the debuff is, it could add more diversity to the competitive pvp meta, and allow Energy Tanking to be a thing.
Depending on what the next power overhaul proposal looks like, a debuff like this could be adapted to suit the new heat system, and would open the doors to modules to counter its effects. Perhaps having a backup reactor would be a countermeasure against PFD, or a specific add-on for a reactor that acts like a capacitor and can be turned-on to end a PFD (but takes time to re-charge).