Indeed: Actually is it not a overheating issue in this case, rather a energy issue. Because i do not see any heat-management at all. However, the energy-management is almost invisible; just some small "hud-bar" directly at the enemy. Usually this bar is used in order to show the condition of the enemy-ship (which is done directly at the enemy in this case), not truly the own condition. If energy is running out, not even a warning... it simply may stop and as a beginner you may think "what is going on", but of course... those who know it they may feel very confident. Boost bar... well, i think this is all based on the imagination that everything basically should be full.
This can be handled differently, because; on Colony Wars Red Sun there is a energy and heat management. Full actually means "bad"; because if energy is at the "upper edge" it means there is to much energy used and the energy storage need a refill. The advantage of a "negative management" is that you basically can add a heat-bar and if the heat is to much then the worse condition, in this case the heat, will go up. I do not see something like this, just range and energy management, and which is actually interesting "boost management". But to me, the special-boost is simply some sort of "emergency mode", not the most stable gameplay-element.
I try to compare it with games like those, all of them some sort of milestones and many of the elements are in some way used in Everspace 2. There is probably some more but in my mind it comes closest to those games.
-Colony Wars Red Sun
-Freelancer
-Freespace
-Eve Online
The items and weapon types are somewhat comparable to EVE online, but this is very much static... dependable on range and in this case a raw energy-management (which is actually comparable how EVE online is handling it). Emergency-modules which is comparable to a boost module is used too. There is not really any overheating but the weapon can get damaged, but i think this is not a fun gameplay-element... it just will create unnecessary "grind". Heat management on the other hand can be interesting.
Maybe there is some heat management too... Everspace 2 is surely a complicated game and trying to "give it all"... which, for a long time... we have never experienced anymore. I dunno why, apparently to less gamer-demand and so this genre was with pretty low "love" in general. Of course, Everspace was OK but it is in no way Everspace 2, this is a open world "space shooter" with so many custom-elements... it is a completly new league and something rarely ever be seen anymore: Surely a game able to catch my attention and enjoyment.
I had the Dev version for many years already, not because i wanted to play a unfinished game... just in order to support the devs and giving my voice. Now that the game is "barely made", i actually was starting to play it, and indeed... we have a rare case of a... once again... well made space shooter with the custom i always was in favor of.
I actually wonder how the rather small dev team was able to execute it, because this sort of games are the most difficult ones in almost any case.
von_Hardenberg: However, your generator will not recharge your guns while you are still firing (similar to how your shields don't recharge while you're still taking fire), so it's easy to run dry unless you switch, and switch often.
To complicate this, the Gunship class, which is built around bullet spam, actually has 4 hardpoints, meaning it has double the drain of the other ships. A few ship types have "unlimited dakka!"-style overdrive abilities, but most of the time it's firing until dry, then switching to the other set, repeat until dead.
You can get a perk at level 10 that reduces weapon drain by 15% for each device on cooldown, and at that point most ships have 2-3 device slots, so it helps putting more projectiles down range.
von_Hardenberg: However, your generator will not recharge your guns while you are still firing (similar to how your shields don't recharge while you're still taking fire), so it's easy to run dry unless you switch, and switch often.
Not even sure: My shield with a new module seems to actively recharge itself but some shields will only recharge in term i use the boost-mode. Still a bit confusing but i enjoy a rather stable approach (automatic recharge) instead of all the boost-approach. In battle there is enough to watch and it is another element increasing complexity... this can be good or bad... dependable on the own demand and skill.
Not really enjoying the idea of having any "auto recharge" completly deactivated as soon as i fire and/or getting damage. It will indeed, almost force you to constantly switch out weapons and maybe you prefer to stay on a certain weapon type... AND you still may not enjoy to use several of the same turrets at once; in order to be able to switch out.
Anyway, so far i still need much more experience; so my experience is the one of a "beginner"; important to me because if a game fails to "catch" you at the very beginning, giving some sort of "access" to everyone, then it may fail to motivate on the longer term. So, there need to be some "skill-scaling", with a learning curve not to crazy. However, there is many difficultys we can switch to... so far this is helpful.
Of course, i was playing a lot of space shooters already but Everspace 2 is new to me... so i experience it at the very beginning. Indeed, a fascinating game, one of those we rarely ever get.