[2.10RC2][Bug] No Shields on repaired capital ships

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stryderunknown
Posts: 13
Joined: Thu, 2. Mar 06, 16:59
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[2.10RC2][Bug] No Shields on repaired capital ships

Post by stryderunknown »

Currently running through the campaign I've noticed that once your ships take some damage and you go about repairing them, they can be repaired by an Engineer up to 75% but there are 0% shields.

Going to a station and paying to have them repaired to 100% again doesn't fix the shields. The shield projectors are shown to be on the ships and are at 100%.

I gather a work-around would be to sell the shield projectors and then buy some new ones which might trigger the shields to comeback, however I'm guessing that something is broken here rather than "designed that way".

Just thought I'd mention it, Keep up the good work Egosoft & Mod community.
wwdragon
Posts: 3769
Joined: Mon, 1. Oct 07, 02:18
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Post by wwdragon »

Cap ship shields always slowly discharge to 0% after a zone is clear of hostiles.

Leave a ship sitting in a friendly zone that is completely safe, out of squad for a few hours, then go check it to confirm.

I think this is a design choice the devs made.
If so, I disagree with it because I'd MUCH rather have their shields up all the time, so that they can respond to surprise attacks without being at a disadvantage.
Editing posts since long before I remember.
stryderunknown
Posts: 13
Joined: Thu, 2. Mar 06, 16:59
x4

Post by stryderunknown »

I will check to see if that's the case. My gripe was it's very one sided, the players effected by 0% shielding while the whole of Plutarch is at 100%.

Off-topic from the bug, but on topic of the pseudoscience behind forcefields.

forcefields would require a great amount of energy to maintain and would likely be shut off when not in use, however they would also likely use some sort of sensor to trigger when something is incoming. So a shield would pop up with full energy and take the hit, possibly staying up for a short while to deal with any subsequent further hits, if clear it would shut down again.

If anything the shield should be charged in a "down" state rather than being always on. (There is then the further discussion of matrixing shields, where subsequent shield overlays can take multiple consecutive hits but there is then the problem of modulating shields [turning them on and off] so they aren't all on at the same time or they'd short each other out.)
Mazuo
Posts: 52
Joined: Mon, 10. Aug 09, 08:07
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Post by Mazuo »

I haven't seen any sort of peacetime removal of shields here. But boosting and jumping will frequently drain them to nothing.

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