Interesting note from looking this stuff over... the difference between the same engine type on a different ship seems to be about the imod of the engine type per 0.02 difference in impulse mod of the ship..
Which would explain why hypers on higher impulse ships pass up combats...
<-- is apparently really bored... Got my mobo... waiting on it to warm up before installing... *sigh* this mobo's not working :/
Anyone wanna kick around an idea?
BEng + (EMk x 0.4) + ((Imod x Emod) x 50)
BEng - A base number used when calculating engine speed, Combat ~ 3.3, Impulse ~ -0.2, Hyper ~ -3.2. EMk - The mark of the engine. Imod - The impulse modifier of the ship. Emod - The engine type modifier.
I've gone and used the 'movement display' I found in the ship status menu and went ahead and calculated the tooltip values for the engines per impulse modifier.
My previous try at a formula seems a little off, perhaps it's just rounding errors or I've got it wrong but the numbers have changed a bit...
BEng + (EMk x 0.38) + ((Imod x Emod) x 50)
BEng - A base number used when calculating engine speed, Combat ~ 3.45, Impulse ~ -1.05, Hyper ~ -3.05. EMk - The mark of the engine. Imod - The impulse modifier of the ship. Emod - The engine type modifier.
So, may I infer the bottom line conclusion of all of this lengthy analysis being that combat engines are, essentially, obsolete (and that cryptic made a bad design here that requires 'fixing') ?
Seems the only way to trigger their effectiveness would be to handicap one-self by either:
Not leveling up.
Not using superb high-end gear (because those usually give +engine power).
Not putting points in the engine power captain skill.
Not powering engines beyond the minimum 25 points.
All things considered, it seems that the only case scenario whereas combat engines come to use is at the very beginning of one's journey, when his ship is still very basic (and weak) and has no bonuses to speak of so that engine power may very well be in the bracket that triggers combat engine's benefits.
Since after a certain threshhold, unless you want the points that go to engine power captain skill used elsewhere (alongside the points that usually go for warp core efficiency and potential skills, as well), there's no way to limit/keep your engine power below 40-45.
And, between having low engine power (and performance) just to be able to use combat engines to simply having high one and using hyper-impulse engines instead...I think I'll go with the latter? It gives the most bonuses, afterall (at least for escort...even cruisers probably).
I guess that, for combat to become viable and to have a more 'balanced' system of purpose/designated engines, it need to have a requirement of 50 or less power requirement, and hyper would need a 70 or higher one, with regular impulse engines covering the middle ground.
Either that, or have them both retooled to not have any bearing on their affect by engine power, instead one provides more turn rate but less speed, the other more impulse/full impulse and the neutral one tries to capture a balance of best of both worlds (jack of all trades, master of none).