Alright, thx for the reply kryo. I'll have to figure out some way to mod what I can.
I'd like to thank everyone else for keeping it civil.
I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands?
I don't want to add any more micro than I have to. I'm really not a big fan of babysitting units. I was hoping the simple interface icons would keep the clutter to a minimal amount while still informing the player of what is going on. The way I was thinking of Engine Overload would be a sort of death throw, where the ship is given a completely random trajectory. After snaking its way through space for a very short time it would explode. So in other words, AI would handle it.
This sounds interesting, but I like the system of combat right now. While the combat system may not be as interesting and realistic as this, it is much simpler, and easier to handle. Having a ton of different stuff happening to my ships during combat like this would probably make me stop playing the game.
I understand your fears. One ability I see adding excessive stress on the player would be Life Support Failure. I'd agree after thinking about it it'd be kind of a pain to select the ship and try to get it healed ASAP. I'll revise them further.
Thanks for the feedback.