In another thread(s) and in my nind there is the idea of tying already aux depndent (for effect) science skills to auxillary power USAGE like weapons.
aux to sif -
Using the full power of the aux system to reinforce the hull (or another ships hull) should take an instant power drain relative to hull healed and current aux power level (higher level=more drain (more effect=more drain)
charged particle burst-
overloading the sensors astrometrics system to drain upwards of 6000 shield per facing of all ships in range of 5km should instant drain the aux power proportional to the amount of shields dropped.
Let me explain, with a simple analogy between a tactical weapons user and a sci skill spammer to reveal how the discrepancy invalidates certain options for one path creating a dewfinitive imbalance....
A tactical captain specializing in beam wepaons AND cannons will be at an inherent disadvantage in terms specifically of his capacity for maximal damage in either system at one specific time. The loss of cannon dps means someone running beam overload will half (or more with the double tap method) their corresponding cannon dps.
A science captain or engineer or any tank or science heavy ship can utilize all 3 science systems and also engineering abilities that are dependant on aux SIMULATENEOUSLY TO MAXIMAL EFFECT WITH OVERLAP with no consequences.
So the person doesnt have to pick one or the other liek the beam/cannon dilemna.
This is just another way that the dps/burst class/types are at a disavantage to Science heavy/tanks.
There is no energy penalty for doubling aux dependant skills like there is for weapons energy dependant ones.
THIS IS A CLEAR DIRECT IMBALANCE!
it can be remedied by making aux dependant skills drain a relevant aux power amount. just like weapons do.
I read that post and I agree. If you're willing to wait a year or more for Cryptic to finally implement it then I say kudos to you sir.
your point is also quite valid. Of course he would also have to wait an extra year for them to balance it properly. (likely live through 6 months of some skill getting a super boast from some drain mechanic) lol
As the engine works now... if I want to fire a Beam Overload off... I either have to install at least one eps and wait a few seconds after a cannon burst to get max effect. Or use a battary or Emergency power skill.
It is true that a sci ship can fire a tachyon3... and a CPB 3 all with in 1/2 a second and have not loss in either system... If needed they can even knock out a TSS 2 or 3... a Hazard. All using aux... none of them being effected in any way by what should be a sever drain on the aux power system.
A heal Cruiser can Fire off a Hazard to a friend and pop off a Aux to Sif 3 on them self with in 1/2 a second with no issues. They can pop that battary to max the effect on both and in those 10 seconds... fire off their TSS as well to get max effect from all 3 skills.
ill wait as long as it takes for a logical system to be brought forth. i believe that people will see the light, as you two agree. it will make more relevant power systems, complicating and therefore makign bettwer and morei nteresting gameplay and pvp specifically. Certain styles will become less useful as they may have been prone to auxillary system overuse.
It would make more relevant the recently added energy syphon effects on borg tractor/etc. It might make polaron proc and defiitely target subsystems auc more useful by default.
Frankly its hight time someone blew a full power scramble off after being target auxed, then they realized they were at 0, and they couldnt heal.
Kind of like when im target wpns and my bo drops power to 0 and i cant fire the torp. balance baby, bring it