Any thoughts on why the delay in Reboot/Repair

I'm completely mystified - I see no point to adding a time delay in to the Reboot/Repair confirm option. I fail to see what it adds to the game - or how it makes the experience better in any way. It wasn't there before so plainly they have gone to some effort to add it and therefore it has to be by deliberate design. But why? What am I missing? It just seems so senseless, pointless, and seems to be nothing more that a time waster. It's only a few seconds so is hardly a major issue - but why? It just seems so completely pointless yet they have gone to the effort to program it in. Weird.
 
Because it's not meant to be used in the middle of combat, the delay ensures that doing so wouldn't be a smart idea.
 
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Because it's not meant to be used in the middle of combat, the delay ensures that doing so wouldn't be a smart idea.

Yeah - not seeing the connection there Jukelo. A 3 second delay ensures that how? I'd be more inclined to think that it allows time for the ship to come to a halt, but even that doesn't seem terribly useful. I'm perfectly capable of being able to time it myself - the balance between getting out of immediate danger and slowing down sufficiently so that I am stopped when the process begins is something that I, as a competent pilot, can do for myself. And if I screw it up a few times then that is how I learn to do it. Don't need an enforced timer - it simply complicates things, unnecessarily.
 
Is it to stop fast booting shields in combat?

Quite possibly, still if enough complaints come in I am sure FDev will remove the timer and make the reboot/repair process take a few seconds longer from all power off to things starting to boot.
 
Yeah - not seeing the connection there Jukelo. A 3 second delay ensures that how? I'd be more inclined to think that it allows time for the ship to come to a halt, but even that doesn't seem terribly useful. I'm perfectly capable of being able to time it myself - the balance between getting out of immediate danger and slowing down sufficiently so that I am stopped when the process begins is something that I, as a competent pilot, can do for myself. And if I screw it up a few times then that is how I learn to do it. Don't need an enforced timer - it simply complicates things, unnecessarily.

Let me elaborate then. Reboot and repair is not meant to be used in the middle of a fight as on top of repairing your modules it (more importantly) restores your shield to 50%. The limitation is that you need to be moving no faster than 50m/s (in other words you're a sitting duck) and that you can't come under fire during the process or it will fail.
If the process were instant, it would be trivial to wait for the NPC to overshoot you as they do, stop and instantly restore your shields.
 
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I'd thought it was simply a protection against selecting by accident, similarly to not wanting to hit self destruct while trying to turn on the lights.
 
It takes a while with everything turned off and then to come back on again. If you do a reboot in the midst of a fight you will pay for it. The 3 second timer to activate the reboot once you look at the menue is very odd. As it resets every time you look at it and essentially just makes you look at that screen for 3 seconds before you reboot.

All this does is mean you cant quickly flick to the menue and activate reboot. So it might be an anti macro thing? Im not realy sure.

It is anoying however, in a small ship if you need to duck out and attempt a reboot to get you guns back after a missile barage you have to wait 3 seconds and you can travel a long way in that time and loose your oponant or they think you are running to jump and call it quits lol. Its not the end of the world but i do think its a step back unless theres some underlying problem it solves.

Its its just to hold peoples hand to stop accidentally rebooting then im very much against it!
 
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It takes a while with everything turned off and then to come back on again. If you do a reboot in the midst of a fight you will pay for it. The 3 second timer to activate the reboot once you look at the menue is very odd. As it resets every time you look at it and essentially just makes you look at that screen for 3 seconds before you reboot.

All this does is mean you cant quickly flick to the manue and activate reboot. So it might be an anti macro thing? Im not realy sure.

It is anoying however, in a small ship if you need to duck out and attempt a reeboot to get you guns back after a missile barage you have to wait 3 seconds and you can travel a long way in that time and loose your oponant or they think you are running to jump and call it quits lol. Its notbthe end of the world but i do think its a step back unless theres some underlying reason that im unaware of.

As others already said, the reason is that it's not supposed to be used in combat. There are two reasons why reboot & repair exists: First so you have a chance to survive with a 0% module. Second because rebooting your shields would take ages using some of the larger ships. They didn't add it to quickly repair your ship during combat.
 
This is added for 70 year old players with shaky hands. To prevent unintentional reboots on double click.
 
As others already said, the reason is that it's not supposed to be used in combat. There are two reasons why reboot & repair exists: First so you have a chance to survive with a 0% module. Second because rebooting your shields would take ages using some of the larger ships. They didn't add it to quickly repair your ship during combat.

If you get shot during reboot your shilds dont come back, if you are moving your shilds dont come back. If during the repair you get shot in the modues, you come back with broken modules still. All these things prevent abuse of the reboot. The three second thing adds 3 seconds to the procedure, of rebooting where you look at the screen for 3 seconds and then press reboot. The tactical option to boost away, turn faoff, then reboot is prety much the closes to a combat reboot you can get and doing so does not give you your Shields back it just jump starts your dead moduels so you can make a break for it or hope you can evade for long enough for your shields to come back natrualy. I cant see how thats a problem as if you have a dead module you need you are going to die unless the other player lets you live, or you manage to reboot in combat using your wits.

Adding 3 seconds to the menue does not realy solve anything and is just anoying. You can do all you could before, granted a little longer and anoying when you are in a pinch.

So if it is to prevent combat reboot it has failed in doing so beyond what was alred in place. It just adds 3 seconds. The macro thing is the only thing i can think of that it changes and i cant see how thats a problem realy eather
 
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Let me elaborate then. Reboot and repair is not meant to be used in the middle of a fight as on top of repairing your modules it (more importantly) restores your shield to 50%. The limitation is that you need to be moving no faster than 50m/s (in other words you're a sitting duck) and that you can't come under fire during the process or it will fail.
If the process were instant, it would be trivial to wait for the NPC to overshoot you as they do, stop and instantly restore your shields.

Ah, well that explains what happened to me yesterday. Got interdicted by a player on the way home. Boosted and ran three times before my luck ran out. Managed to knock the engines down to zero health. No way to turn. No way to run. Unable to do anything but watch one shot after another slowly hit.

Tried the reboot/repair option for the first time in ages.

Not available.

Sucks to be me. And yes, I know, "Should have been in solo" and "git gud" and all that. :p
 
Haven't had to reboot/repair in ages. But then, I don't spend a lot of time in combat where I'd really need much of it. Last time I was doing the reboot/repair thing a white dwarf star was involved.
 
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