Ok, so I add a little different idea and very interesting at least for me xD
I draw up this idea also with possible balancing of crafting (Power/Mass/CPU)
. All numbers are only as example, no data behind it
Fundamental Idea:
Energy produced by "Power Core" and excess is stored in "Core accumulator":
-"Power Core" produce constant energy output 100 Energy/s (Energy per second).
-" Core Accumulator (Optional component)" can store energy like battery and it is recharged mainly when you are not using energy output from power core, with capacity of 1 200 Energy.
-Balancing: You can create power core with more energy output, but capacity of accumulator will be smaller and vice-versa, or stats of Power core and accumulator depends on crafted version.
Energy produced from "Power Core" is consumed by charging "Abilities":
-Every ability works like "Accumulator" and require certain energy to use, e.g. :
Ability can store 1600 Energy and require 800 energy to use (every use reduce accumulated energy in this ability by 800 energy), so if this ability accumulate 800 energy or more you can use it one time. When this ability reach 1600 energy, no longer drain energy from "Power Core" and you can use this ability two times in a row.
-Balancing: Bigger ability accumulator naturally require more mass (you will be heavier). Energy required for one use of ability depends of crafted version of ability.
Energy output from "Power Core" can be distributed differently to every ability e.g. (with 4 abilities):
-Option 1. Equally to every ability: So if all 4 abilities are not fully charged (that they can store energy), they charge with rate of 25 Energy/s (so it takes 32 seconds to charge 800 energy=1 use). BUT if only 3 abilities are charging, they are now charging with rate of 33,3 Energy/s, ... and if only 1 ability is not fully charged, it is charging with rate of 100 Energy/s (8 sec to charge 800 energy=1 use)
-Option 2. Prioritize only one (or more) ability: If prioritized ability is not fully charged, all power output is used only for this ability and other abilities are not charging until this ability is full.
-Option 3. Set your own rules of charging e.g.: charge always only one ability to full capacity or until it reach energy for one use, then all equally. Charge one ability with constant 30 Energy/s and other abilities equally, ....
-Balancing: For balance purpose some abilities should have maximum charging rate (maximum Energy/s to charge), that can also depends on quality of material used in crafting. Or charging smaller number of abilities will have reduced efficiency (with the smallest efficiency with charging only 1 ability)
Charging and using "Core Accumulator (Optional component)":
-Use 1: Core Accumulator is emergency measure, that can by used by any ability which doesnt have enough energy in its own energy accumulator, or if you just want to use some ability just one more time (even when it is fully charged xD ). Energy in "Core accumulator" and energy in ability can be combined to reach 1 use (or more).
-Use 2 (Optional): Use big amount of energy in "Core Accumulator" to Overclock "Power Core" so it will produce more Energy/s, duration and efficiency of overclock can be adjusted (longer overclock with smaller efficiency will be more effective than big efficiency and short duration ) and depends on used energy from "Core accumulator".
Charging: Core Accumulator is charging when all other abilities are fully charged , or you can distribute energy to its with same rules as for abilities.
-Balancing: Maximum charging rate should be limited and defined by quality of materials in crafting. Also energy transfer to ability use have reduce efficiency so if normal use of ability cost 800 energy, using energy from "Core Accumulator" for this ability will cost you more e.g. 1200 energy.
Advanced functionality:
Abilities with toggle on/off (High demand of Energy), example "Stealth ability":
-This ability have full capacity at 2000 Energy, to toggle on you need only 200 Energy but to remain active it will need 200 Energy/s, that can be drained from this ability´s accumulator, "Core Accumulator" and directly from "Power core". So I can sustain Stealth from its own energy reserve (1800 energy=9 seconds duration of stealth), or for example I can use combined sources: 100 Energy/s from Power core and 100 Energy/s from ability accumulator (duration of 18 seconds). Some energy must always come from ability´s own energy accumulator.
-This ability will be automatically turned off when ability´s own energy reserve is depleted, (Optional: or when you fire your weapon/use ability).
-"Advanced Stealth": Firing your weapon and using abilities no longer drop stealth, but to compensate these effects, for every use of ability and for firing every bullet your energy in Stealth ability´s energy accumulator is reduced by 50 Energy (number is only as example).
Aura/Buff like abilities with toggle on/off (Small demand of Energy), example "Deflection shield":
-This ability have full capacity at 200 Energy, to toggle on you need only 200 Energy but it will drain Energy directly from your "Power core" constantly at rate of 20 Energy/s until you turn it off.
-Reduce dmg received by 20% (Some small effects with similar Aura/Buff like abilities)
Specialization in deployment abilities via "Core Accumulator" (specialized class like engineer in FF):
-This specialization requires big "Core Accumulator" (with cca 3600 Energy), because duration/Health of deployables will be affected by additional Energy transfer to them from "Core Accumulator".
-Example of abilities that deploy stationary deployables:
1. Stationary gun Turret: Full capacity at 1800 Energy, to deploy 1 Turret you use 600 energy. Base duration of this Turret is 20 sec and can be increased (when deploying) by using aditional energy from "Core Accumulator" at rate 100 Energy = 5 aditional seconds up to total of 60 seconds duration.
2. Stationary Rocket Turret: Full capacity at 900 Energy, to deploy 1 Turret you use 900 energy. Base duration of this Turret is 30 sec and can be increased (when deploying) by using aditional energy from "Core Accumulator" at rate 100 Energy = 5 aditional seconds up to total of 60 seconds duration.
3. Stationary Front Shield: Full capacity at 1000 Energy, to deploy 1 Shield you use 500 Energy. Base health points is 25% of your health points and can be increased (when deploying) by using aditional energy from "Core Accumulator" at rate 100 Energy= aditional health equal of 5% of your Maximum health points up to 100% of your total health points.
-I dont know what you prefer more, fixed duration or slowly decaying of deployables
Aditional info:
-Some could ask if " Power core" should also generate energy for movement/Sprint or Jumpjets/Jetpack or weapon. I dont think it is good idea to have one Power source for all. If we go with different power source for abilities, weapons, movement it is by my opinion much better for balancing. Also it make sense to have more than one power source in Omniframe, if one fails other can still work (for example: If EMP disable power source for abilities you can still move and shoot, if you other power sources are immune/not affected by EMP xD )
-Also if you want even more, we could redirect power from one power source to another, for example: transfer all energy from movement (you cannot move) to weapons system so you will get better rate of fire, or to abilities system so you can use abilities more often
Feel free to discuss and feel free to use these ideas (if any xD ) for Ember development.