[Taken from discord suggestions for discussion and theorycrafting more posibilities for consumables] premium graphite lube for a slight agility boost; plug-n-play "one-shot" overcharged servo capacitors to boost melee damage, jump distance/velocity, and walk/run speed; ablative armor panels that give an overstack bonus to your cosmetic armor based on the volume factor of the plates while applying a proportionate agility/speed penalty, the overstack bonus to health/armor degrades under damage/corrosion but the agility/power penalty applies to each location in full until the buff completely degrades; refined propellant additives to enhance jetpack speed
Agility: a slight lag factor in robot controls/aiming, effectively a robot with a fresh coating of graphite on its joints has 1:1 responsiveness and a very FPS-like fluidity of control, as the lubricant degrades the overall condition of each body location reduces that perfect control ratio, overstacked armor buffs and part damage also reduces a robot's "agility ratio".
Power: the raw electrical and pneumohydraulic force a body location can output, arm power enhances melee damage and crawl speed, leg power enhances all movement besides the jetpack, torso power adds additional power to both arms and legs. Extra weight from heavy equipment or armor buffs consequentially reduce available power, lowering speed/damage bonuses as well as damage accumulated on a body location, destroyed limbs obviously also impart a large penalty in this regard
It'd also be neat if you could damage active consumables, armor has "bolts" that can be shot off of cosmetic plates to "remove" an amount of armor buff equal to the plate's (plate volume/Overstack Armor on location), jetpack buff adds explosive propellant tanks, the shock/arc gun and flamethrower will incinerate graphite lube on any location it hits/deals xyz damage to, overcharge capacitors being visibly glowing points on the endoskeleton that can be damaged if the location doesn't have overstack armor OR the location is hit by electrical arc or flame.
Tl;dr
Consumable Items are Applied per Body Location. Consumable Items have various minor long-term buffs. Consumable Items are represented by destructible cosmetics on the Endoskeleton and may have a short "install timer" to prevent 'juicing' or similar abusive overuse. Applying any Consumable Item to another Endoskeleton is several times faster than Applying it to oneself (Teamwork!)
*Graphite Lube (~45min per dose): makes robot controls smoother/faster, each location with active Graphite Lube provides an agregate bonus to the "Agility buff"; Agility factor becomes an endoskeleton statistic, unlubed Endoskeletons are somewhat sluggish as a baseline; can be burned away by electrical/flame weapons
*Overcapacitors (~20,000 meters of boosted distance, melee swings cost 5m of power): enhance speed/jump/melee damage based on location; can be fried by electrical/flame weapons
*Layered Armor (armor buff/agility debuff lasts until destroyed, player may Purge all Layered Armor with a keybind): grants an extra layer of health to a location based on size of cosmetic armor, also applies speed/melee damage penalty, protects Graphite Lube and Overcapacitors from being damaged by electric/flame damage while Layered Armor is active on a location, does not protect Overcapacitors from 'sniping'; cosmetic bolts are added to each skin's plates that can be targeted to reduce the extra armor/health without dealing 1:1 damage to a given location
*Propellant Booster (~6000m of enhanced flight): enhances power of jetpack but is highly explosive and is not protected from any damage source by Layered Armor
Agility: a slight lag factor in robot controls/aiming, effectively a robot with a fresh coating of graphite on its joints has 1:1 responsiveness and a very FPS-like fluidity of control, as the lubricant degrades the overall condition of each body location reduces that perfect control ratio, overstacked armor buffs and part damage also reduces a robot's "agility ratio".
Power: the raw electrical and pneumohydraulic force a body location can output, arm power enhances melee damage and crawl speed, leg power enhances all movement besides the jetpack, torso power adds additional power to both arms and legs. Extra weight from heavy equipment or armor buffs consequentially reduce available power, lowering speed/damage bonuses as well as damage accumulated on a body location, destroyed limbs obviously also impart a large penalty in this regard
It'd also be neat if you could damage active consumables, armor has "bolts" that can be shot off of cosmetic plates to "remove" an amount of armor buff equal to the plate's (plate volume/Overstack Armor on location), jetpack buff adds explosive propellant tanks, the shock/arc gun and flamethrower will incinerate graphite lube on any location it hits/deals xyz damage to, overcharge capacitors being visibly glowing points on the endoskeleton that can be damaged if the location doesn't have overstack armor OR the location is hit by electrical arc or flame.
Tl;dr
Consumable Items are Applied per Body Location. Consumable Items have various minor long-term buffs. Consumable Items are represented by destructible cosmetics on the Endoskeleton and may have a short "install timer" to prevent 'juicing' or similar abusive overuse. Applying any Consumable Item to another Endoskeleton is several times faster than Applying it to oneself (Teamwork!)
*Graphite Lube (~45min per dose): makes robot controls smoother/faster, each location with active Graphite Lube provides an agregate bonus to the "Agility buff"; Agility factor becomes an endoskeleton statistic, unlubed Endoskeletons are somewhat sluggish as a baseline; can be burned away by electrical/flame weapons
*Overcapacitors (~20,000 meters of boosted distance, melee swings cost 5m of power): enhance speed/jump/melee damage based on location; can be fried by electrical/flame weapons
*Layered Armor (armor buff/agility debuff lasts until destroyed, player may Purge all Layered Armor with a keybind): grants an extra layer of health to a location based on size of cosmetic armor, also applies speed/melee damage penalty, protects Graphite Lube and Overcapacitors from being damaged by electric/flame damage while Layered Armor is active on a location, does not protect Overcapacitors from 'sniping'; cosmetic bolts are added to each skin's plates that can be targeted to reduce the extra armor/health without dealing 1:1 damage to a given location
*Propellant Booster (~6000m of enhanced flight): enhances power of jetpack but is highly explosive and is not protected from any damage source by Layered Armor