Anaconda Shield Recharge Time Test: 11+ minutes

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When a normal aeroplane lands it has power fed to it while it is at the terminal. Only when its engines are running, and it is nearly ready to pull back from the walkways is this power disconnected (please accept my apologies for getting the terminology wrong). Why is it not possible for something similar to happen once you have docked at a major station? Think about it. Would you, as a station commander, be happy with numerous vessels sitting on the pads being repaired or modified or refuelled with the power plant running (if I were an engineer working on a damaged power plant I would DEMAND it was shut down before even taking covers off!)? I would feel safer if they were powered down, with the station providing all the necessary power needs to these ships.
 
How the hell did you lose your Anaconda shields ?


8 boosters and hundreds of tons of cells and you are moaning because you let them go offline.


Its on you.


I think the shield recharge mechanic is good.
 
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How the hell did you lose your Anaconda shields ?

8 boosters and hundreds of tons of cells and you are moaning because you let them go offline.

Its on you.

Yes, you can have a lot of shield cells and before landing use one of them to recharge shield = problem solved
 
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How the hell did you lose your Anaconda shields ?


8 boosters and hundreds of tons of cells and you are moaning because you let them go offline.


Its on you.

I suppose this was a deliberate test. Also shields can go down during outfitting. Especially when using loadouts that require power management - note that automatic shut off of modules during outfitting often does NOT follow module priority (bug). While a rare occasion, it can get quite frustrating from time to time if you have large shields. Also even 1.5k MJ shields can go down in CZ if you get swarmed and your allied faction is uselessly playing dead in the water.
 
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I have to agree that this is very poorly thought out. It makes no sense at all that the shield charge unit is the same power capacity on an Anaconda and a sidewinder - do they all have a 13A plug ? !!!

It makes even less sense that the shields don't charge when you are offline - all other timers; missions, bounties etc. keep going and enforce "real-time", why can't shields do the same? - it would just be like putting your car/phone/any device on charge overnight.

IMHO shield recovery should be faster when you have more pips in sys - I don't understand why this makes your shields stronger whilst they're online but makes no difference to the charge rate.

At the moment if you lose your shields in a large ship it just means go off and do something else for at least 10 minutes whilst docked or sitting in space somewhere - totally boring.
 
Also even 1.5k MJ shields can go down in CZ if you get swarmed and your allied faction is uselessly playing dead in the water.

Anacondas are not supposed to be invincible. There needs to be at least some tiny fraction of vulnerability in flying one.
 
Seriously, shield recharge taking 5-10 minutes (10 minutes if you're not using cells and have 8 boosters) on a ship with the biggest (except T9 can equip bigger but who cares about t9's) capacity for not only shields in general but boosters and cells is not something anyone should be complaining about. Shield recharging is scaled correctly from the smallest ship to the largest. There is a price to pay for high capacity. Get over it or run with smaller shields. It's not like you need more than class 4 shields to trade and I can't imagine any true combat conda pilots who would be crying over shield recharge time. Such a complaint wreaks of solo trader who's switched over to combat fitment to try and bank on the crazy bounty bonuses available for a particular power.
 
I have to agree that this is very poorly thought out. It makes no sense at all that the shield charge unit is the same power capacity on an Anaconda and a sidewinder - do they all have a 13A plug ? !!!

I really had to laugh when I read this. I immediately imagined the copilot walking to his seat and tripping over a power cable, turning off the shields :D
 
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If the ship used a larger capacitor the capacitor charge cycle would take longer if the power applied was the same. Since the larger shields generators use more power, it stands to reason they charge their capacitors faster given the capacitance being the same for each ship. The Anaconda should have the largest shield generator, and it should consume the most power. Perhaps that's because it stacks so many low level capacitors (shields) or perhaps that's because it has the same number of shields that are simply more powerful (larger caps). If the former is true, the caps should charge in parallel and should not take any longer to charge. If the latter is true, then the larger supply should charge the cap at the same speed as the smaller supply charges it's caps.

It should take the same amount of time for a fully kitted out Anaconda to fully recharge shields as it takes for a fully kitted out sidewinder to do so. I get the balancing, but no one wants a balanced Anaconda, not even the sidewinder pilot. We want something we will look forward to owning one day, something that large weapons will affect but Sideys will bounce off of like mosquitoes. That's how it should be.

The docking issue with shields is a tough one. I'd say you should manage your power consumption and priorities before adding modules, of course if you're upgrading the shield generator, you cannot have both going at the same time, however you could add a precharged one.

I never got an answer to where the charge goes. How is it dissipated? Same question for FSD charge. Once it's charged, you'd not be able to dissipate it without a storage bank. There's nothing in space to dump charge into except the battery where it came from. It should show as heat otherwise, and it doesn't. So you should be able to charge your FSD and keep that charge until you need it. The spool up time should be negligible, since you're at full charge and waiting for "throttle up".
 
are you trying to put some kind of logic to pretend FTL devices ? you can stop.

Like any game, things exist more for the gameplay mechanics to work than a a hard-sci-fi story you might read in a book. If that's gonna be your thing I dont see how you could stand playing any aspect of the game because at just about every single turn the game does things that go against real physics or even imagined physics.
 
I've read the responses and to those that say we should just deal with it... It doesn't make any sense that an Anaconda has the same recharge rate as a Sidewinder. Does it? I mean, doesn't that break your immersion?

Wouldn't it make more sense if the longer you didn't take damage, the faster the recharge went, up to a maximum per second? Or if you could feed your spare systems capacitor energy into recharging faster? Or some sort of reboot/repair mode that was made for shields? Why would a 50 million credit capacitor and power plant recharge the 50 million credit shields at the same rate as a sidewinder?

Anyways, I'm done posting about this for now. I think I was heard. Maybe someday there will be something for us large ship owners to recharge shields faster, maybe not. Anyways, I learned a neat trick about disabling thrusters if I want to keep my shields up during outfitting so thanks for that!
Cheers Cmdrs.
 
"We can do this in real life, why can't we do it in game"
"This is overpower/underpower and breaks immersion"
"FD fixed something I was taking advantage of, they suck/don't care"

/thread
 
How the hell did you lose your Anaconda shields ?


8 boosters and hundreds of tons of cells and you are moaning because you let them go offline.


Its on you.


I think the shield recharge mechanic is good.

Ever replaced a powerplant? Or upgraded shields? You know... As part of the process of outfitting?

"Awesomness! I just bought me new A8 powa yooooo!!! Oh wait... Now haz 11m+ wait so I can leavez dock..."

Z...
 
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So, a 400t ship vs a 25t? Charge an annies shields in 5 min? 18 seconds for a sidey? 2 min for an annie? ummm 7 seconds for a sidey. Annies would be cannon fodder. Be carefull what you wish for.
Sorry I can't feel any pain for ya.
 
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are you trying to put some kind of logic to pretend FTL devices ? you can stop.

Like any game, things exist more for the gameplay mechanics to work than a a hard-sci-fi story you might read in a book. If that's gonna be your thing I dont see how you could stand playing any aspect of the game because at just about every single turn the game does things that go against real physics or even imagined physics.

Nothing goes against imagined physics.

Immersion is about ability to suspend disbelief. That doesn't occur if the story simply isn't believable. I don't expect the nuts and bolts to be blueprinted, however I do expect there to be some rationale to how things work. The best balance occurs based on real physics. You could take an aircraft carrier out and launch a a squadron of planes and do some major damage, but you'd be spending a lot of money and resources. You take one fighter out, it's cheaper but you won't do as much damage as quickly. Real life has a way of forcing sacrifice for gain. The game is trying to emulate that, except they've taken it at least one more step by disregarding the sacrifice and just nerfing the larger ship or dumbing down what should be an overwhelming offensive aspect of a larger battle platform.

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It doesn't make any sense that an Anaconda has the same recharge rate as a Sidewinder.
It makes perfect sense.
Except it doesn't have the same power consumption so recharge rate should reflect that.
 
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"Except it doesn't have the same power consumption so recharge rate should reflect that."

I see, you have the biggest ship so you must have more advanced technology. sry fail
 
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This post shows the primary danger we face, in defending this game from the hordes of gamers who prefer an instant action, arcade type gameplay.

This game is not meant to provide instant arcade action, it is an immersion heavy, world first game. World over gameplay, at least more than arcade type games.

These types of creeping changes are exactly what killed the MMO scene, in terms of believable worlds.
 
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