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[REQ] Overclock systems.

Posted: Thu Nov 15, 2012 12:35 pm
by John Luke Pack Hard
When I saw the game had power-distribution management I imagined that you could put a system into overdrive with various benefits and possible disadvantages. E.g.:

In Star Wars: Empire at War (an RTS game set in that universe), the Empire had a cruiser that could divert full power to weapons, draining its shields but causing the lasers to fire wicked fast.

The rebel counterpart cruiser could divert full power to shields. That ship could not fire for the duration, but in return, it was essentially invincible.

Is there a way to mod this game so that this feature is available?

Re: [REQ] Overclock systems.

Posted: Thu Nov 15, 2012 1:21 pm
by UltraMantis
That would be pretty cool. For example you could overpower your lasers but risk damaging you weapon system or even worse, disableing it for a short duration (cooldown/ion effect). Some weapons should not have this ability imo, like ion weapons. Beams would become very powerfull and perhaps shouldn't get this. Missiles may work, stuff two missiles and hope they dont blow up in your own ship :lol:

It would be a pretty big gameplay change, but it's a fun idea.

Re: [REQ] Overclock systems.

Posted: Thu Nov 15, 2012 5:57 pm
by alextfish
John Luke Pack Hard wrote:Is there a way to mod this game so that this feature is available?
Sadly not. We have little bits of control over what power levels exist for the different systems, but nowhere near enough to make an "overcharge" level which has some negative effect on anything else.

At least, I can't think of any way to do it.

Re: [REQ] Overclock systems.

Posted: Thu Nov 15, 2012 7:09 pm
by shark
It comes to this - unless we know for sure we can change it - we probably can't change it.

Because there is no obvious way how to do this thru the files, I'd call it "busted" ;) If that part wasn't hardcoded, it would've been possible (somehow) this way... nah.