It seems pretty easy to game-ify from just from the base components.
- Synchronization percentage would basically be your character level, or well, you could have tiers based on synch percent.
- That would cap complexity, which would increase as you level up.
- Each component would take up a set number of complexity.
- You could derive impeller from this easily too.
- You'd probably ignore time to integrate, rather, if you ran missions back to back you wouldn't be allowed to change between, but otherwise could just swap between missions.
- Once you install a component you can tell your frame to upgrade it, possibly tied to some kind of experience system with using each component. I would say you should have two things you can upgrade: quality, which can tier up to a better component, and a small specialization tree, which locks you out of the other branches.
- That means the amount of gear in the game would have to be fairly limited, more along the lines of a bunch of unique items and maybe three basic (but upgradable) sets. Hm, probably 5 to 7 tiers, with unique components starting at a minimum tier, and tier would also determine typical complexity?
- Personally I recommend instead of experience gained per component or per use (which would require balancing and different systems between component types), just have each component gain the same amount of experience as every other component equipped, which allows a smoother progression. Maybe some system to redistribute if you want to specialize.