A while back, the idea of a boiler room was mentioned about being added onto the ships for adventure mode. The concept of the boiler room is that a player would be able to change the flow of power throughout the ship to give benefits to different parts of the ship while reducing the effectiveness of other parts. I liked this idea and decided to come up with my own interpretation of the boiler room and how we could get it into skirmish mode without breaking the game and still giving it a new dimension. In current meta, as soon as you get a gat/flak combo on you, or your balloon is being camped, your dead. My boiler room concept will allow pilots to be able to escape those hard to escape situations more easily without rendering current meta tactics useless.
On each ship there is a spot made for five valves that regulate the power throughout the ship and a reset button. Each valve will have 5 different settings; 1: almost no power, 2: power drained, 3: normal (this is what everyone is flying on right now), 4: added power, 5: power at full. When all valves are at 3 you will have no spare power to distribute. Using the same helm keys that you use on the throttle, a player can reduce the power from one part of the ship and then transfer it to another part. The reset button can be pushed to automatically set all the valves back to 3.
Now for the example: The captain calls out for more power to the engines to get to their ally faster. Since the balloon is not needed at this point, the engineer drops the power from the balloon to 1 and raises the main engine's power to 5. Once they meet up with their allies, the engineer presses the reset button to restore power back to the balloon.
Now as for the effects of reduce or increasing power to different parts of the ship.
Guns: First off, in no way should increasing power to the ship’s weapons should increase the d.p.s. of the gun (reload speed, fire speed, or damage.) The whole idea of my concept is to allow ships to get out and survive sticky situations, not make you kill things faster since that would negate the whole point of a boiler room.
1: -80% turn speed and -20% slower reload speed. 2: -40% turn speed and -10% reload speed. 3: normal. 4: 10% faster turn speed and 10% of the gun rebuilt automatically when it is destroyed. 5: 20% turn speed and 25% of the gun rebuilt automatically after it is destroyed.
Hull: Same concept with the guns in not trying to break the balance of the game by allowing one ship to become ridiculously OP when you stick the power on full, but still allows the pilot to survive longer.
1: Cool down time for repairs increased by 20% and 20% longer rebuild if the hull armor is destroyed. 2: cool down time increased by 10% along with the rebuild. 3: normal. 4: 10% more hull armor. 5: 15% more hull armor and hull is 20% rebuilt aromatically after it is destroyed.
Engines: Self explanatory, but there is a valve for both your turning engines and your main engine.
1: -80% engine output. 2:-40% engine output. 3: normal. 4: 10% engine output and 15% more health. 5: 15% engine output, 20% more health, and 25% rebuilt automatically after part is destroyed.
Balloon: once you get a very skilled balloon popper on you, you are basically doomed unless you get assistance from an ally. Adding power to the balloon should help make it less impossible to get out of that situation without making balloon popping tactics obsolete.
1: -80% vertical movement. 2: -40% vertical movement. 3: normal. 4: 15% vertical movement and 10% rebuilt after balloon is destroyed. 5: 20% vertical movement, 25% of the balloon automatically rebuilt after it is destroyed, and is rebuilt with 15% additional health.
*adding power to a broken part will not rebuild it by x%. Only when the part has the extra power to it before it is destroyed will it have that benefit.
And that is my concept on how a boiler room in skirmish mode will work. I personally would love to see what Muse themselves thought up on this subject and if they are still planning on trying to fit it in adventure mode. What do you all think about the concept of a boiler room in skirmish, my concept of the boiler room, what will it do to current meta, and perhaps your own concept on what a boiler room should do.
And thanks for reading this through!