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# System prepended metadata

title: 'Engineer Gaming: Part Fuckery Edition(tm)'

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# Engineer Gaming: Part Fuckery Edition(tm)

## Basic Ideas:
- Add more complexity to machines themselves, by adding more than just the T1-T4 parts system currently ingame
- Part durability
- Machines having damaged parts be replacable (without deconstructing the entire machine)
- Part type, durability, and possibly other things, effecting performance of machines, in various manners, depending on the machine.
- T-0.5 parts that are easy to make but do not perform all that well, just so that it's very difficult for ships to be utterly screwed over. (IE: it's very rare that you'll have it so critical stuff doesn't work at all, but you gotta put in effort to make stuff work well -Terg) (alternative neo wording: garbage tier parts that can be made at an autolathe, perform dogshit, but can be made easily, and break easily. sorta like the T1 parts we have now, but possibly even worse, or reuse T1 for this purpose)
- Ship-critical systems should be fairly hardy - not so hardy that you never have to worry about them breaking, but hardy enough that you're not constantly having to replace their parts and such.
- Perhaps have it so you can do maintenance on systems to help stave off part failure - being dilligent about it will increase the lifespan of the machine noticeably, but it cannot alone stop part failure.
- Additionally, possibly add a way to custom make parts, with varying stats, such as, a part that's specifically designed for use in a specific machine, such as a thruster, and thus hand optimizing its stats for how it would be used in said machine.
- random additonal thought: diagnostic HUDs, allowing for at a glance, well, diagnosing of a machine's part status, mainly being health and probably type