Shield recharge - MISCONCEPT!

Im running all A grade gear on my python and I'm running well over the power limit, turn boosters off and it's 2mins max to bring them online, then use 1 low grade shield cell to bring them up to full, , all smaller ships I've flown do it in 1min tops
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Unless your flying an anaconda this shouldn't be happening and even then i doubt it takes that long

Something is fishy here.

A Python with A6 shields and no boosters will take ~6 minutes to fully recharge (it's already a lot, mind you - who the hell wants to sit for 6 minutes doing nothing!?)... A Python with boosters (I assume 3 grade A boosters, to leave a utility slot for, well, utility) will take over 10 minute to recharge fully. Turning off boosters will NOT decrease this time - it will only decrease the time it takes for the shields to come back online (if you want to leave the docking bay "fully stocked" you still need to wait, or undock, use a shield cell, then dock again to rebuy the used cell).

This is completely stupid, ridiculous, and a profound waste of the players' time!

Oh, and lets not forget, please, that our reputation decays when we don't play the game, but somehow our shields stay frozen. Bravo for consistency developers! Bravo indeed!
 
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Something is fishy here.

A Python with A6 shields and no boosters will take ~6 minutes to fully recharge (it's already a lot, mind you - who the hell wants to sit for 6 minutes doing nothing!?)... A Python with boosters (I assume 3 grade A boosters, to leave a utility slot for, well, utility) will take over 10 minute to recharge fully. Turning off boosters will NOT decrease this time - it will only decrease the time it takes for the shields to come back online (if you want to leave the docking bay "fully stocked" you still need to wait, or undock, use a shield cell, then dock again to rebuy the used cell).

This is completely ridiculous!

Oh, and lets not forget, please, that our reputation decays when we don't play the game, but somehow our shields stay frozen. Bravo for consistency developers! Bravo indeed!
Ok yeah to fully recharge, but to bring online, 2mins, then Using 1-2 A3 shield cells brings it to full
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If you sit and wait it might take that long, but there are ways to speed it up
 
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Ok yeah to fully recharge, but to bring online, 2mins, then Using 1-2 A3 shield cells brings it to full
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If you sit and wait it might take that long, but there are ways to speed it up

Again, assuming you want to leave the dock with a fully loaded, ready for anything ship, then you either need to wait, or undock, use a shield cell, then redock to rebuy the used shield cell. This is still arbitrary and a complete waste of time, so please don't try to defend the current implementation, because it's completely crap.

I'm actually amazed Frontier had done nothing with this since 1.3 launch. They already release micro-patches... this should have been quickly fixed with an "always reacharge at stations" script.
 
shields

Do commanders flying super shielded Anacondas like the OP really have to wait 10mins for shields and all those boosters to fully recharge before they are brave enough to leave a station? No they don't have to.

I would leave port before my shields had fully recharged, and let them finishing charging as I fly about.
 
Easy answer is not to use so many boosters if you don't like the results, but no one wants to do that.

Strikes me that FD are trying to encourage people to try using different load-out rather than everyone just stacking energy shields all the time.
 
Absolutely agree with the OP. It is inconsistent that missions expire and rep diminishes in real time but shields will only recharge in game time. Also I can change out my guns, replace my cargo canisters with fuel canisters and upgrade any module at the push of a button but my shields need another 10 minutes sitting around to recharge!
Maybe we should be saying that if you are going to replace any module it will take 5 minutes of game time and that is accumulative so if we replace 3 modules we should go out and mow the lawn for 15 minutes while the modules are actually fitted?
Consistency please.
 
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The current set up is the logical extension to the problem of using SC to recharge shields. It's makes sense that a mechanical system would operate with some logic. Charging at a constant rate regardless of the environment is perfectly reasonable. The only sensible suggestion here is to allow for the 'Repair All' feature top off your shields when docked. Everything else is fine. Consider it another of the many challenges that await you in SPACE!
 
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It is funny how easy it is to pick out everybody who isn't flying anything larger than a cobra in this thread.

Ha! Indeed...

It's actually rather sad that these people can't see the problem - I mean, even if they aren't affected, the minimal proposed fix (fast recharge at stations) would in no way impact their game. Yet... here they are, claiming all is fine.
 
You don't need max shields to take off, they'll recharge before you reach your destination (probably).

+1 Rep

Many peaple had complained about the recharge time, but no one had mentioned a replicable reason why this is needed. I never had a problem with that outside combat situations (python pilot).
 
I have to agree with the OP, I laughed when I signed off 2 days ago with half shields and got back on today to see 1/2 shields. Lame and makes no sense. Think of landing in a station as an airport, plans are put on GPU's. This is what should happen.
 
I'm ok with "penalizing big ships" or whatever. As it is, with no "levels", a lot of players just make it a race to an Anaconda. Being the biggest and most ship should make it more rare, not a goal to achieve simply because it's the biggest and best. There should be plenty of drawbacks to owning a huge ship with huge shields to balance obvious benefit of owning one.

One of those drawbacks should not be "you have to wait twenty minutes at a station for your shields to recharge." That's just dumb.

Also, the drawback to owning a huge ship is that it costs 3487901270398741023 cr to buy and upgrade, and millions in insurance on death, along with hefty repairs and (maybe) fuel costs.

This hasn't outright been a problem for me...so far I mostly just fly away until my shields recharge, which takes a while, but hazards of flying I guess. I'm of the group of people that feels that the shields and hull hp system needs to be overhauled because it's just kind of silly and annoying. Anyway, it hasn't been a massive issue yet but once I get heavier shields I just know waiting at a station is going to get old fast.
 
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Ha! Indeed...

It's actually rather sad that these people can't see the problem - I mean, even if they aren't affected, the minimal proposed fix (fast recharge at stations) would in no way impact their game. Yet... here they are, claiming all is fine.

It does affect me to a lesser extent because I'm only flying a diamondback scout and my recharge time is shorter. This hasn't stopped me finding a solution to the problem though, before entering the outfitting screen go into your power screen (I do this anyway to make sure my power systems are prioritized correctly). Turn your thrusters off (saves 30% power) and your shields won't drop when you start changing modules in outfitting (unless you are changing shields or power generator). Then turn your thrusters back on before undocking.

The sad part is screaming "bug" because you couldn't work that that one out for yourself. A long recharge time, low maneuverability and a ship speed so slow everything in the game leaves you standing are the disadvantages of flying massive ships.

Shield recharge was altered to prevent the intant recharge exploit, blame the cheats/exploiters/griefers not FD who fixed a problem.
 
I have just changed from sensors A to B [having spare power] and my shield reset for the third time today. Now I have to leave my computer ON and go about my business just to get back after it recharges to get back to my game. Are you kidding me?!!

Sounds like we need to bring back the 10% depreciation when selling modules; that would put a stop to this.
 
jgm: I mentioned this before. We don't want 10% penalty. If you want this - crash your ship every time you dock and there will be your credit sink. You will be happy, we will be happy and everyone will live in joy :]
 
jgm: I mentioned this before. We don't want 10% penalty. If you want this - crash your ship every time you dock and there will be your credit sink. You will be happy, we will be happy and everyone will live in joy :]

I was giving you a way of fixing your problem; don't drag my docking problems in to this.
 
No you were trolling jgm:] 10% penalty gives more grind to the game, shield recharge problem gives us another time sink. Why? Is this more immersive? No
Is this more fun? No
Is this logical? No
It is a workaround to thwart exploiters. Everyone is getting robbed of their time and power bills to thwart a certain amount of exploiters. Bravo.
 
The sad part is screaming "bug" because you couldn't work that that one out for yourself. A long recharge time, low maneuverability and a ship speed so slow everything in the game leaves you standing are the disadvantages of flying massive ships.

Shield recharge was altered to prevent the intant recharge exploit, blame the cheats/exploiters/griefers not FD who fixed a problem.

While this might not be a bug in the "not working as intended" sense, it's a terrible (and bloody stupid) design decision. Assuming there even WAS a conscious decision to make this happen (it seems to me it's an extreme short-sighted fix, what Frotier did with the shields). And I figured out what's going on rather quickly, except these are workarounds to a problem, not actual fixes. A problem which blatantly wastes my time.

Also, cheaters and exploiters are probably still doing their thing. BTW: it's hard to call exiting a zone and coming back an "exploit" the same way not having a faster shield recharge method is calling it a "bug". So either have the sense to accept this as a "bug", or don't call people exiting and re-entering zones "exploiters".
 
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I've said this probably often enough, so I'll be brief:

I don't want to pay credits just to recharge my shields at a decent rate or instantly; plus it wouldn only work at a station anyway. I don't want shield cell spam be the only alternative to sitting around idling for 10 minutes or more. I want shield regeneration addressed properly, with decent recharge rates - no more than 1-2min to go from empty to full on any ship.

And before anyone again repeats "scaling recharge rate would make big shields OP and immune to weak weapons" - no, because shield regeneration already pauses for a few seconds after being hit. This recharge delay could possibly be increased for bigger shields if necessary, but my favourite solution would be a recharge speed that starts at the current rate and after 10 seconds, ramps up until at 30 seconds, it is fast enough it would take at most 1-2 minutes for a shield to go from entirely depleted to entirely full (you'd have to avoid all weapons fire, of course, any hit and regeneration would pause and then start slow again).

P.S.: Shield regeneration always had these problems. It just became so immediate an issue because everyonewho simply hopped into SC and back into the CZ/RES/Nav Point previously, now has to actually experience these excruciating downtimes. I do appreciate the FSD+relog shield reset was fixed, now I am looking forward to shield regeneration being possibly addressed in 1.4.
 
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