Given that, it can still work that way once you get high enough engineering. EG it unlocks the 'double' cost sinks once you meet the requirements.
Thought you might bring that up That was actually one of the first things we considered, but it seems cleaner to achieve largely the same thing working within existing mechanics instead of adding new ones, no?
Thing is that I never can really use them because either I have to waste points, or I just avoid the flux. Because say I have only 6 points left, and it needs 10. I could take out 4 vents or downgrade a weapon, but then it kind of defeat's it's purpose.
Also, if engineering is required, does that mean most ships won't start with hull modifications?
Also I found this in the advanced optics:
public class AdvancedOptics implements HullModEffect {
public static final float BEAM_RANGE_BONUS = 200f;
public static final float BEAM_DAMAGE_PENALTY = 25f; public static final float BEAM_TURN_PENALTY = 50f;
Is that supposed to be there?