Reboot shield and stay stand

Why can't we reboot our shields (rebooting the ship) while the ship itself is moving?. I mean, there is a reason that justifies this behaviour?.
C'mon, when battling around a starport, we can't even use that trick going at 20km high and then reboot, just the gravity fall avoids shields reboot at 50%.

I can't see that's cheating in any way.
 
Why can't we reboot our shields (rebooting the ship) while the ship itself is moving?. I mean, there is a reason that justifies this behaviour?.
C'mon, when battling around a starport, we can't even use that trick going at 20km high and then reboot, just the gravity fall avoids shields reboot at 50%.

I can't see that's cheating in any way.
You can reboot your shields any time you like.

In the Modules tab of the right panel, you can disable your shield module and then enable it back on.

Maybe this isn't what you mean by "reboot shield".
 
So that people in shieldtanks can't boost away and get a free shield recharge without making themselves vulnerable like reboot/repair is supposed to.
They are still vulnerable, you just have to chase them down if you want to kill them. If they are faster than whoever was going to kill them, they were going to get away anyway, then reboot and come back or not.
 
Usually ships with big shields are not so fast, maybe Cutter and not reach 500km/h.

So pvp is the guilty we cannot use this mechanic against Thargoids... Buh!.

Thanks people!


I would love to have this mechanic removed... Isolated?... Frozen? when the user is in Solo mode, specially when fighting against Thargoids.
 
They are still vulnerable, you just have to chase them down if you want to kill them. If they are faster than whoever was going to kill them, they were going to get away anyway, then reboot and come back or not.
Alright, without making themselves completely vulnerable like reboot/repair is supposed to. There would have to be a pretty huge difference in speeds for chasing them down to be viable - even a somewhat slower vessel can choose the right moment to boost away, say while jousting with the enemy, and all of a sudden they're several KM away and midway through the reboot already. The pursuing vessel might get some shots in, but shieldtanks can also have good hull and I wouldn't fancy fighting through 50% of a Cutter's shield every time I want to take another 10% off their hull.

You can also just run away from a fight conventionally. I don't think it follows that allowing reboot/repair while moving would then also be a good thing, just that the running away side of things is also due a balance pass. I think it's a bit silly that ships can become so tanky that endgame PvP fights can take 15-30 minutes, or more, and for the entirety of that there is the option to press J and leave, regardless of mass-lock, in a few seconds. But there's a myriad of other balancing problems that interact with that and I have no hope of them being addressed.
 
That entire mechanic is bull dung. If a certain PP module wasn't popular I don't think it'd even have been considered.
Reboot/repair mechanic preceded PP by about 3 months. So unless you’re suggesting that they thought about the consequences first it’s unlikely. More to do with reboot/repair being a last ditch effort rather than a combat tactic. IMO of course. 😉
 
Pretty sure the magic shield restoration came way after, but I'm not going check it. The entire mechanic is rubbish and should be removed regardless.
 
Alright, without making themselves completely vulnerable like reboot/repair is supposed to. There would have to be a pretty huge difference in speeds for chasing them down to be viable - even a somewhat slower vessel can choose the right moment to boost away, say while jousting with the enemy, and all of a sudden they're several KM away and midway through the reboot already. The pursuing vessel might get some shots in, but shieldtanks can also have good hull and I wouldn't fancy fighting through 50% of a Cutter's shield every time I want to take another 10% off their hull.

You can also just run away from a fight conventionally. I don't think it follows that allowing reboot/repair while moving would then also be a good thing, just that the running away side of things is also due a balance pass. I think it's a bit silly that ships can become so tanky that endgame PvP fights can take 15-30 minutes, or more, and for the entirety of that there is the option to press J and leave, regardless of mass-lock, in a few seconds. But there's a myriad of other balancing problems that interact with that and I have no hope of them being addressed.
Pretty sure OP was more talking about the PvE, or the escape unwanted PvP, side of things where most of us play. I was not thinking about consensual PvP myself either, and I can certainly see how this would make it even worse for PvPers trying to kill each other. PvP optional games like ED can be pretty painful for PvPers. So yeah maybe just leave it as is.
 
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