Sorry to butt-in here, I had this idea for a mini-game to unlock doors besides using up power nodes; I'm not going for exact realism, but I'm sure some of it makes sense. Anyways, I felt like sharing:
A set of capacitors need to be charged to different levels to unlock the door. I was thinking of regular keys and locks and how they work by pushing the metal bits to a certain height. So this by-pass key in sci-fi does something similar but with energy.
In the game, your character hooks up his suit to the door to provide this power or whatever gadget an engineer in the future might carry around. So on screen would be a number of columns depicting the charge level of a particular capacitor and an indicator of how much charge is needed for each. The player can do them in any order. Press button to start charging, and press button to stop charging in order to charge a different one.
The player is able to overshoot the target but must not reach the maximum for fear of overloading. Overshooting the target below the maximum is fine because the capacitors will actually begin to
discharge when you move on to another capacitor; by the time you get to the "last" capacitor, the first one you did might have fallen below the target level. Imagine that the character can only hook up to one cap at a time and this is for security reasons, exactly why you would be doing this.
So timing is important.
If you hit the maximum charge, there is a general overload and the circuit panel blows. No more chances. That's your trade-off for a power node I guess. If a prior capacitor falls below the allowable charge, you have to start over. More difficult locks will have more bars to charge or varying rates of charging/discharging.
Other thoughts regarding more complex stuff (pun intended
): Resistors could be used to slow down rates of discharge or even slow down the rate of an unwieldy charging rate. Inductors in this system could be used to produce magnetic fields to induce charge in a neighbouring capacitor for charge management... Let's say the player overshoots the target, place an inductor. As the charge decreases, it induces a charge in the next-door capacitor which might have a faster rate of discharge... so the upshot is that while one is discharging, it's helping to keep another charged appropriately or slow down that discharge indirectly.
Anyone following? Maybe too complex... lol
Just to be explicit, all of the bars need to be in the target charge zone in order to unlock.
/ electrical engineer mode