Warning: This one will require HEAVY programmer resource. Overload is too powerful in the low tiers and useless in the uppers, especially with certain ships and weapons. The skill has been reworked a number of times because of this and past synergies with other skills. 1-Overload should not be usable with missiles. This makes no sense to begin with. The skill is described as 'beam overload' in game at least in one place. Descriptions may vary. Electronic systems can be overloaded irl (been there, lol), but may/will result in damage to equipment. Missiles are NOT overloadable.. You would just be firing a different missile, which may require a different launcher if it is larger and have different range/acc, and then why not use those all the time?! makes no sense. Then you open up the debate of limited ammunition supply, etc. 2-Overload must have cost(s) associated with it: 2A-Overload should damage the weapon when fired 2B-Overload should cost additional power for the additional damage 3-Make overload work something like the old innate +beam charge limit PASSIVE, no longer a 1-off once per sortie skill but something that is usable at will any time if the captain decides to invest the power and risk damaging the weapon for the reward/damage bonus 4-Additional considerations: 4A-power cost per additional charge TBD, possibly use existing scales 111122223333 etc 4B-Charge limit TBD, could be 4 skill ranks+ 25% 50% 75% 100% of base weapon charge, rounded up 4C-Chance to damage weapon based on amount of overcharge TBD, could be 100%/ portion of overload charges used, so a weapon with 4 overload charges using 2 would have a 50% chance to be damaged or just an outright 'any weapon with even 1 overload charge becomes damaged' 4D-Weapon damaged as a result of overload may require repair + be unusable in the next round even when repaired, something like how hive mind KO disables ship for a round even when mind is repaired (just an idea-r) Overall, turn overload into something sensible/realistic that applies well to all ships and tiers, requires a decision with costs (power/movement), and has risks (being slow/component damage) for the reward instead of an 'i win' button. Could re-enable the paired used of overload with other skills if these changes are made. I think I got most of my thoughts down on this one. I have a feeling discussion is required to cover everything and for understanding purposes. @Vesuvius_SWIE we love you Comments welcome, hell, required since its a bunch of ideas at once concerning Overload. Not going to try to cover all options in the poll. Leave your thoughts about disabling use with missile weapons and various considerations.