Are there any plans for maintaining individual engine controls or engine stress? Such as if you push your engines too hard or one fails you can turn up/down the power or fuel mixture.asked by Synoko
TL;DRChris Roberts says yes, bigger ships will let engineers control and push engines with trade-offs like heat and damage, possibly with overclocking modules, as part of the interconnected Item 2.0 component system.
Yes there definitely will be along the same lines as all the Item 2.0 stuff that I was just describing. The more ... bigger ships will allow the engineer to have more control over various items or components of the ship, one of which could be the engines, and there'll be the potential to try to push more power out of it. We may even sell "engine overclocking" style modules that you could put in for a racer ship or something. And it's always a trade off: putting a bit more fuel or power into it potentially could increase the heat output but maybe also damage your ship.So we're going to have that whole overclocking style set up that we've talked about for weapons and it would be things for like engines and thrusters too. And that's definitely on the bigger ships where the engineer comes in and they are tweaking and doing that and adjusting it based on what they are seeing on the feedback loops. And I think it will be pretty cool.So those are all things that we are doing. That's all why were are trying to make the components of the ship, what we call items but they are components ... and by the way they're not just for spaceships they can be on a vehicle, like a rover or something or a buggy; they're on players, like if you're running around in your armour suit then you'll essentially be ... you'll have your armour suit on and it'll have a power plant on the back to power it for instance and a little life support item on the back, and if you've got EVA you'll have an EVA item attached to you. So players are set up the same way we set ships up. And weapons, guns, are the same: the ammo magazine is an item that plugs into the gun item. If you wanted to put a scope on top that plugs in. A silencer would plug on the front. So it all uses the same interconnected, what we call, "items" and "item ports" although really that's ... I say it's "Entity 2.0" rather than "Item 2.0" because really this is the paradigm that works for everything we have. So it would be stuff that a player uses, plugs into; stuff a space ship uses; stuff that vehicles use. So there you go.