I built a large shield array to encompass my ship, made sure I had enough power generated to power it and put a bunch of capacitors to give me a decent buffer but I can't seem to get the shields to activate. What am I doing wrong?
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While this may be an asymmetry issue between gen and cap, in many cases, this just means you need to restart your game because you are desynced. You may also have multiple capacitors built and have a disabled secondary one selected.I built a large shield array to encompass my ship, made sure I had enough power generated to power it and put a bunch of capacitors to give me a decent buffer but I can't seem to get the shields to activate. What am I doing wrong?
Shield capacitors have a maintenance drain they put on your generators; so, if they become to asymmetrical, the drain becomes more than you can regen; so, space mechanic is right about this one.There is now a *minimum recharge rate* necessary to even start filling shield capacitors. The more capacity you have for a given shield bubble, the higher this minimum recharge rate will be, so you will need more rechargers to be able to charge it at all. In other words, we can't put too many capacitors into small shield bubbles.
Also, you can't have a recharger group inside the bubble generated by another recharger group.
Another thing to note is that if we have several shield bubbles, you can actually monitor each of them separately from the Stats Window, under the "Shields" tab, changing between them with those "Previous / Next" buttons (sometimes only some of them fail to activate, while others work fine).
Nah, they just need to go back to old under-fire mechanics. They were only broken cus ppl kept using docked armor, not because it was a bad baseline system. By using 2 component shielding, it made for different flavors of shields which makes the game more interesting for builders and pilots alike. I would if anything suggest going to 3 component shields by adding Projectors to define your bubble size independent of regen or capacity. I'd also like to see the parts have to be piped together like reactors, instead of the auto detection garbage, but that's just me.From my recent lurkings I have heard the following things...
1. shields do not recharge under fire
2. you're better off maximizing shield capacity as a result
3. there are new rules forcing you to have a minimum amount of recharge per capacity
It seems to me like the whole system would be a whole lot simpler, if they combined shield recharger blocks and shield capacity blocks into a single block that gave both recharge and capacity. I mean, if everybody is going to be using maximum capacity and minimum recharge in the future, what the heck is the point of keeping them as seperate blocks? It only results in having an excessive amount of rules. Or am I wrong, and shield recharge still has some kind of value in combat?
While this may be an asymmetry issue between gen and cap, in many cases, this just means you need to restart your game because you are desynced. You may also have multiple capacitors built and have a disabled secondary one selected.
Shield capacitors have a maintenance drain they put on your generators; so, if they become to asymmetrical, the drain becomes more than you can regen; so, space mechanic is right about this one.
Nah, they just need to go back to old under-fire mechanics. They were only broken cus ppl kept using docked armor, not because it was a bad baseline system. By using 2 component shielding, it made for different flavors of shields which makes the game more interesting for builders and pilots alike. I would if anything suggest going to 3 component shields by adding Projectors to define your bubble size independent of regen or capacity. I'd also like to see the parts have to be piped together like reactors, instead of the auto detection garbage, but that's just me.