Will FDev ever fix the NPC's power-plants? or at least let the players have the same one?

So... I feel the need to point this out because it will hopefully clear up some misconceptions. In the below video, I take out the NPC's powerplant while it's shields are mid-regeneration. Note after I take the powerplant out, the shield regeneration not only cuts-out, but completely zeros. This occurs when the shield generator ceases to function.

Source: https://youtu.be/gKJii-lo6aM


This is really important. Because the ship continues to function, it proves that power management is at play. Note: It's possible to think "Oh, maybe you just took out the shield generator as well"... but i definitely didn't.

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Note here, you can also see a bunch of other stuff is offline:
  • Shield Boosters
  • Shield Generator
  • FSDI
  • Shield Cell Bank
I didn't do a full look, as I only observed those "Off" states in the screenshot after the fight was over... I was just trying to verify the shield generator was not at 0%. Key thing here is these are the big energy consumers, and unless you're running with some ridiculous all-G5 Overcharged beam laser fit, it's quite easy to get power usage below 50% if you aren't running shields. For example, here's my power assignment in the Krait MK2 I was using in that fight. Only things on secondary power setting are shield systems, cargo hatch and wake scanner. So I can still:
  • Fire weapons
  • Boost
  • Redistribute Power
  • Manouver
  • Charge and use Frameshift Drive
... even if my PP was at 0%. I just have no shields, just like what happens to NPCs.
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So.... no. NPC's don't play by different rules to us, they just manage their power settings.

EDIT: Further to the above... that's not the only things I could disable. Given 0% powerplant is a pretty dire situation, I could also do things like put Life Support, Sensors and Fuel Scoop onto the 2nd power group, given I probably want to escape and don't care to "see" the enemy.
 

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