I think the Reactor mechanic under-delivers it's underlying fantasy: Most people, in a spaceship game, would like to properly deliver a ALL POWER TO SHIELDS! moment.
Basic mechanical goals:
- More levers to pull for boss fights, which currently feel a bit underwhelming.
- Delivering inherent expectations of fantasy-focused players.
Basic mechanic setup:
- Click a button, one reactor boost is massively amplified. Boost lasts a very limited time, and shuts down the reactor after.
Detailed mechanical setup:
- No VM can be burned while supercharged. You gotta use whatever power is stored up.
- All power boosts run as normal, but you can pick one to run at 'Super' mode - That is a flat additional multiplier, that is different by type. (To be worth using on non-combat, something around 10x: About 2-3x shields, and definitely no more than 1.5x for damage)
- Reactor drains of the current, normal, power drain - plus a flat amount per second, dependant on how many boosts are active. Realistically, having your 'good' shields\damage up should make this last around 10 seconds.
(Remember, the fantasy also relies on 'powering down non-combat-essential systems') - After the reactor inevitably does to 0 power, it shuts down entirely for a specified time.
- A minor buff to bosses may be needed.
- No adjustment needed for normal enemies, as the mechanic basically means taking a forced warp-back, and doesn't provide excessive boost to damage anyway.
- Would probably be a nice unlock around when reactor starts to feel a bit too 'passive', maybe a few sectors after the "+3 all boosts" Warp upgrade is generally gotten