When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope.
Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare.
Subsystem Skill Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level.
Powergrid Output
Mass
Volume
Structure Hitpoints
Capacitor Recharge Time
Capacitor Capacity
Tech Level
Meta Level
Medium Slot Modifier
Low Slot Modifier
Restricted To Ship Type
Required Skill 1Level
Sub System Slot
Turret Hard Point Modifier
Launcher Hard Point Modifier
Hi Slot Modifier
Subsystem Bonus Minmatar Engineering