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I'm more a fan of the system employed by the game Escape Velocity. In HS, it could be applied as follows:

 

-Each reactor provides x energy.

-Every piece of equipment requires y energy to function.

-Your ship's energy reserves are recharged at a rate of x - sum of all y.

 

A similar system could be applied to thrust:

 

-Each sublight provides x thrust.

-Every piece of equipment adds y m!@#$%^&* to your ship.

-Your ship's thrust is x - sum of all y.

 

 

In both cases, your ship's top speed and maximum energy would remain constant; the only variation would be how quickly you reach those maximums. This would make a lot of people rethink how they equip their ships, as speedy players would opt for high-output systems with minimal equipment where the tanks would probably load up on armaments. The upside is we could get rid of a lot of artificial limitations on things like armor and remove redundant items (such as fins/slip and the new mobility utilities), as this would naturally balance out the durability vs mobility issue. The downside is it would require a massive overhaul of the system, so we wouldn't likely see it until next reset.

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