Did anyone ever confirm this? I've been theorybuilding based on it and considering possible designs using this to maximize escape/survivability in different scenarios.
I've been designing based on:
Priority:
1. >20%
2. >40%
3. >50%
4. >100%
5. <>100%
This would allow you to control how failures work and further design your ship do deal with different situation. Although in some cases to get certain results you may need to sacrifice certain things. Or some things like fully working and buffed shields only work with very low shield mods etc... Depends what you allow to happen in this 5 seconds of malfunction or when your stuff pops.
One Idea was that if you keep your shield as priority 1 and your shield buffs in 3 or 4 you can allow your res to start up during downtimes faster. There are some more exotic ideas I want to explore but I've been doing:
1. Shields, etc(if there is room, and usually biweave for power constraints.)
2. Thrusters (usually maxed out.)
3. Any extra utility (non combat, other if there is room. Also you can do small OE sheild buffs if you use smaller ones.)
4. Weapons&etc
5. Over 100% like cargo bays or vehicle bays.(I theorycraft often with a cargoless plasma slug build)
This is generally for a cutter. But would probably work on other ships. Here is an example:
Plasma Hammer /
2
Not sure how well it works. But I was hoping the shields getting knocked down might be advantageous to both regen when down and give a broken regen to get more shields with the boosters not working. Does malfucntion activate broken regen? If so a malfunction could activate broken regen and lower the sheilds to minimum getting a bonus gain(assuming you can avoid being hit). Or can you not get malfunction with shields up. I was thinking you could potentially if hit by certain secondary effects. This could allow for a counter to them. If you get enough shields back in the 5 seconds and your boosters come back up it may give an advantage. Then you just need to rep your hull back up.
I'm always surprised nobody is doing stuff like this in videos and other sources. Everyone just leaves it as 1 or 2 sections. I think you can get much more survivability and or certain afore mention shield regen advantages in combat or more and possibly be more likely to win if you maximize this aspect of your ship. There are probably some nice hidden tricks in this area to turn around combat or make it out alive more often. Probably good for stuff like exploration and things too.
One fun note. You can also do thrusters as priority 1. But you either have to use a bigger power supply(aka less heat efficiency) or a smaller thruster or something else I can't think of. I bet it would help prioritize(pun intended) and come up with lots of new builds. Especially if you can gain an advantage from it that out ways potential blunt force methods used when avoiding this. Although an oversized armoured cutter with proper priority and all the bells and whistles could be fun. You could take survivability to the max.
Mind you I'm not theory building much on the ehat system atm. I don't understand it fully yet. I'm not sure what everything means in the heat section for certain on the EDSY site yet. I'm not sure if you have to consider the time to overheat in the heat section while firing weapons or if the weapons fire take into account heat already or just the power. I'm assuming the heat is less severe when not firing thrusters 24/7 and other things but not sure how much or if turning them off with the button next to them fully considers them not being in use etc.
I was also thinking of a strat where you let your shields get low and use a much smaller SCB. But I don't like them because they can't be repelnished with synthesis atm. Else you could leave shield priority and drop power and repair and let them come to 100 while repairing your generator if you can avoid/reduce incoming fire. Still and option though. That would be a good replacment for the Planetary vehicle hanger on those builds. just need to prioritize the energy output on it and/or drop weapons or turn stuff off(special low power mode) to use it real fast. Just have to get the shields up and keep fire off them to regen at low mjs.
Say, something like this:
Plasma Hammer low regen SCB /
2
I don't know if there are other time considerations. I matched the first one to the time of the shields so it's automatically there to quickly replenish extra shields after regen. preferably before successfully repairing anything that brings full shields on-line and increases capacity. Apply any other needed considerations.