According to Tim Taylor Technology
, all you need to do to enhance a system is pump more power into it. But where do you get that power?
Diverting Power is what happens when Tim Taylor Technology runs into a limited pool of power. If the extra power to pump into something is not readily available, that power must be reclaimed from somewhere else
, usually by shutting down or reducing power to one system to power up another.
Played well, this can add extra tension and interest. Buffing up one aspect of something can expose a Logical Weakness
in another aspect. An observant hero
might use this to dodge the extra danger of one foe powering up an aspect of himself by exploiting the aspect he left vulnerable. Or a Wave Motion Gun
might be enough to end a battle in one shot, but doing so requires that the user power down all other systems and leave himself vulnerable, thus justifying why he does not use it all the time
Note that most of the uses of this involve technology using presumably electrical charge or Minovsky Physics
. However, this trope can also apply to something using steam pressure
, Functional Magic
, or other similar concepts, depending on how they are handled in the context of a particular setting.
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- Star Wars:
- A New Hope. Before the final battle over the Death Star, the Rebel pilots were ordered to "Switch your deflectors on double front" (i.e., switching the deflector shields to increase forward deflectors at the expense of the rear ones).
- The Empire Strikes Back. Han Solo orders all power to the forward Deflector Shields before charging the Millennium Falcon straight at an Imperial Star Destroyer, since he knew he would not need to worry about firing coming from behind as he was planning on parking his ship on the rear side of their command tower and out of their sensors' scope.
- Used offensively in Star Trek: Generations when the Enterprise is locked in a duel with Klingon Bird-of-Prey owned by the Duras sisters. Having been able to bypass the Enterprises' shields, they need a quick solution. Data figures out some Techno Babble that can force the Bird-of-Prey to go into cloak. Since cloaking requires that a ship power down its weapons and shields (see Star Trek under "Live Action TV" below) this allows the Enterprise to render the Bird-of-Prey defenseless for a brief window that they can use to hit it with photon torpedoes. Being a much smaller ship, it cannot take nearly as much hull punishment as the Enterprise and is destroyed.
- In Apollo 13, Ken Mattingly and John Aaron are trying to come up with a startup procedure for the command module using only the CM's batteries, which had been partially drained in the disaster before the CM was shut down. Unfortunately, there just is not enough power in the batteries to perform any viable startup. Mattingly gets the idea to get the extra power from the lunar module's power systems, via a linkup normally used to transfer power from the command/service module to the lunar module. It's not very energy-efficient when used in the reverse manner, but it gets them the few extra amps they need to get the CM up and running—and thanks to the earlier power conservation procedures used with the LM, there's power enough to do this.
- Keith Laumer's short story "The Last Command". After the last battle against the enemy, Bolo unit LNE (Lenny) is deactivated and sealed underground. Many years later he's awoken by the detonation of explosive charges and tries to escape his confinement. He activates his forward scanners and shunts power to his I-R microstrobes. He channels all available power to a single ranging pulse in an attempt to figure out where he is. Near the end, when his old commander tries to convince him to not drive into the human city nearby, LNE shunts power to his forward scanner again in an attempt to verify the commander's identity.
- Comes up on occasion in the X-Wing Series, which borrows several elements from the X-Wing PC games. The X-Wings are capable of diverting power between several subsystems, most commonly the shields, engines and guns.
Live Action TV
- Star Fleet Battles. Since the game is based on Star Trek: The Original Series, one standard technique during combat is to move around your ship's available energy to where it's needed.
- In Traveller, Jump drives use so much power that many older ships have to divert power from nearly everything (leading to the tradition of "jump dimming").
- The multipower framework in the Hero System works like this. For a lower point cost than buying all the powers in it piecemeal would entail, the character instead gets a total point pool that can be split up between them — a classic example would be a character who can have flight, a force field, and an energy blast, but can't have them all running at full power at the same time.
- As a general rule, most Space Simulation Games will involve this as a Resources Management Gameplay mechanic.
- X-Wing was a series that helped popularized it.
- Tachyon: The Fringe allows you to divert power between your forward and aft shields, and between your engines and recharging shields, guns, and afterburners.
- A minor example in the X-Universe series, which allows you to switch sets of guns on and off. This can conserve power, but it's more commonly used to swap between weapons for specific targets (such as switching to a low-damage, high-ROF gun to Cherry Tap enemy fighters in the hopes the pilot will bail out).
- This is a core mechanic in FTL: Faster Than Light. You'll never have enough power to operate every system in your ship at full capacity, even after upgrading the reactor several times. Therefor, it's imperative to adjust power distribution wisely according to the situation at hand.
- Games based on Star Trek: The Original Series often allowed the player to do this. For example, in Super Stellar Trek and Apple Trek the player could transfer energy from reserve power to the shields and back again. Energy in the shields couldn't be used to fire phasers or move the ship.
- In Mass Effect 3's multiplayer mode, certain classes of Geth characters can enter "Hunter Mode", lifting the Power Limiters on their weapons to fire them with greater force, diverting power to their synthetic muscles to handle the recoil that would break an organic's arm. However, this power is drawn from their Deflector Shields, reducing them to half strength while this mode is engaged and turning the Geth into a Glass Cannon.
- Most Covenant vehicles after the first game allow the player to "boost" by diverting power from the weapons to the engines, granting temporary extra speed but unable to shoot while doing so.note
- In Halo 4 there is a specific example. At the end of the third mission, "Forerunner", the Master Chief and Cortana must escape a Collapsing Lair on a Covenant Ghost. Given that they need even more speed than the boost would usually give them, Cortana diverts power from the Master Chief's Deflector Shields to the Ghost's engines. This does leave him vulnerable, but any Covenant he encounters along the way are too busy running for their lives to try shooting at him.
- To progress through the Bugbear Mothership in Kingdom of Loathing, the player has to deal with various things diverting power from the elevators. KoL being KoL, this is eventually lampshaded.
A computerized voice says, "De-Evolution Detected in Galley. Rerouting Power From Elevator To Food Replicators."
WHY IS IT ALWAYS THE ELEVATOR?
- In Alien: Isolation, power switch boxes can be found all over Sevastopol, and because the systems are usually operating at only nominal capacity at best, Amanda often has to switch various systems on an off to gain access, evade hostile security, make distractions, or any number of other things.