Did you even read my post before quoting it?A5PECT wrote: ↑Tue, 9. May 23, 19:34And the AI would still be perfectly capable of doing that if boosters didn't draw from shields, with the additional benefit of saving them from their own (understandably engine overhead-induced) stupidity.GCU Grey Area wrote: ↑Tue, 9. May 23, 16:37
Find it's usually the opposite in my games. More often than not it's been an effective escape mechanism for them - right at the point where they'd otherwise be dead (i.e. lined up in the crosshairs, all I need to do is pull the trigger) they boost out of weapon range &, since I'm generally in a one against many scenario, it's not wise to focus exclusively on that single ship while there are still so many nearby which are shooting at me. As a consequence I'll generally have to leave it for later, by which time it's shields will almost certainly have recharged.
The alternate solution is to give NPCs massively expanded situational awareness and tactical decision-making capabilities so they don't squander their shields on a regular basis. I'd love that, but it simply isn't going to happen when the developers are stretching themselves across all their different design goals for the game.
Point I was making is that they're often NOT squandering their shields. They're often boosting away in circumstances where I can't pursue. Travel drive's down due to incoming fire & burning my own shields by boosting would be most unwise (for exactly the same reason). By the time I do catch up, having dealt with all of their friends first, their shields are generally fully restored.
As to your first point, if boosters didn't drain shields there would be nothing to stop me boosting in pursuit, which would largely make the entire mechanic irrelevant. It's the shield drain that means I have to think carefully whether to boost or not. Game would be less fun without having to consider potential consequences first, even if those consequences sometimes include boosting into the game over screen...