Combine shield+shield boosters+SCB power usage

I tend to think (and I think many others do) that playing power management silly buggers with SCBs is a bit gamey.

It means that for each shield booster after the second, they're effectively powered for free because you can turn the third one on with a quick press of a macro button whilst continuing to use your second. This effectively eliminates the disadvantage of the power up delay.

Instead I suggest that shield boosters and SCBs aren't separate items on your power management, but just have their power added to the main shield. Turn the shield off, they all turn off, and vica versa. This isn't a significant nerf, you can still fit a lot of SCBs on a Python anyway, it just prevents people who are familiar with out of game macro tools being able to game their builds to get an advantage by effectively negating the intent of the developers that SCBs should be power hungry.
 
That means you can not turn off the shield boosters or SCBs individually. Horrible idea. What if I want to carry 2 SCBs, but I only want to use one at a time?
 
That means you can not turn off the shield boosters or SCBs individually. Horrible idea. What if I want to carry 2 SCBs, but I only want to use one at a time?

Oh, there would still need to be an option/way to use only one at a time, but it won't save power. Otherwise you'd fry your ship!

But you couldn't do things like use macros to turn off/on shield boosters to decrease shield up time. You'll have to take the tradeoff like the developers intended, namely that shield boosters increase shield rebuild time.
 
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Oh, there would still need to be an option/way to use only one at a time, but it won't save power. Otherwise you'd fry your ship!

But you couldn't do things like use macros to turn off/on shield boosters to decrease shield up time. You'll have to take the tradeoff like the developers intended, namely that shield boosters increase shield rebuild time.

I dont have those functions on macros, but what is so exploitable about turning off shield boosters? If the developers truly intended for shield boosters to increase your shield up time regardless if they are off or on then they would have coded that into the game. Your shields get restored to 50% and then they are back up. You turn on shield boosters and it just increases your maximum shield capacity, but your current shield level does not increase. So I am not seeing this as much of an exploit. How exactly is it being abused?

And please explain why you would want to tie SCBs into the above. Using an SCB when your shields are down does not bring them back faster so I dont understand how SCBs are part of the problem you described.
 
I dont have those functions on macros, but what is so exploitable about turning off shield boosters? If the developers truly intended for shield boosters to increase your shield up time regardless if they are off or on then they would have coded that into the game. Your shields get restored to 50% and then they are back up. You turn on shield boosters and it just increases your maximum shield capacity, but your current shield level does not increase. So I am not seeing this as much of an exploit. How exactly is it being abused?

And please explain why you would want to tie SCBs into the above. Using an SCB when your shields are down does not bring them back faster so I dont understand how SCBs are part of the problem you described.

When shield boosters are turned off, it lowers your total shield capacity so the shields come up quicker. Perversely it's better to turn them off when your shields go down. A quick macro reduces your power usage and makes your shields come up quicker, at essentially no cost.

The SCBs so you can't have say, 6 SCBs on the ship but only pay for the power for two, by powering on the third when the first is used, then powering on the fourth when the second is used. Because they're separately powered, SCBs after the 3rd are effectively free of power, as long as you use macros to quickly power them on and off. By leaving two on you don't even have any "downtime". You have to set them up individually on a fire group, but again, you can macro that.

I don't think it was intended for the 3rd and subsequent SCB to be free of power requirements so including them in the power requirements of the shield makes sense.
 
When shield boosters are turned off, it lowers your total shield capacity so the shields come up quicker. Perversely it's better to turn them off when your shields go down. A quick macro reduces your power usage and makes your shields come up quicker, at essentially no cost.

The SCBs so you can't have say, 6 SCBs on the ship but only pay for the power for two, by powering on the third when the first is used, then powering on the fourth when the second is used. Because they're separately powered, SCBs after the 3rd are effectively free of power, as long as you use macros to quickly power them on and off. By leaving two on you don't even have any "downtime". You have to set them up individually on a fire group, but again, you can macro that.

I don't think it was intended for the 3rd and subsequent SCB to be free of power requirements so including them in the power requirements of the shield makes sense.

If I have 6 electric motors, but no more than 2 will ever run at the same time then why should I go to the trouble of providing enough power for all 6? You only provide power for 2 because it does not make sense to do more. This is a simple concept that is used in real life every day.

If I am only using 2 SCB at a time then why should I supply power to all 6?

And you do not need to setup SCBs as a fire group. There is a hotkey for them. Perhaps you want that nerfed too?
 
When shield boosters are turned off, it lowers your total shield capacity so the shields come up quicker. Perversely it's better to turn them off when your shields go down. A quick macro reduces your power usage and makes your shields come up quicker, at essentially no cost.

The SCBs so you can't have say, 6 SCBs on the ship but only pay for the power for two, by powering on the third when the first is used, then powering on the fourth when the second is used. Because they're separately powered, SCBs after the 3rd are effectively free of power, as long as you use macros to quickly power them on and off. By leaving two on you don't even have any "downtime". You have to set them up individually on a fire group, but again, you can macro that.

I don't think it was intended for the 3rd and subsequent SCB to be free of power requirements so including them in the power requirements of the shield makes sense.

Got to say: What nonsense.

If that was not intended, then why can we do we have power management at all? Why can we turn ANY module off when we don't need it?

Your argument makes zero sense in light of the actual game mechanics. Unless you want to power that fuelscoop, cargo hatch, FSD, etc ALL THE TIME. Because, it is an exploit to have them off so you can have more/better guns!
 
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