Can you explain the reason for this? Sometimes upon hitting "K" for warping, I realize I forgot to turn on or off my weapons depending on where I'm going (I don't want to start blasting targets and having reinforcements spawn).. I understand you 'fixed' the shield being able to be activated after initiating warp (understood it should not be possible).. but is that the only reason you're blocking the CP while in Warp? I'd just like to know the reason behind this change. It's definitely not a critical 'need', just wandering, and it's probably a good change.
Blocking CP access was found to be the best way to stop the shield from being enabled during warp (the X key is also blocked during warp).
That's what I thought. Please note, I remapped my shield to keypad "-" (minus) key so it's out of the way as X is wayyyy to easy to toggle (for me).. so I hope you blocked any remaps also, not just straight up X key.
@Khazul - What does that have to do with this topic or conversation? It looks like a completely extraneous off-topic comment because opening the control panel during warp has nothing to do with workshop builds and designs. It a function of the game, not the workshop build. I may be missing a link into our topic, if so, please thoroughly to clue me in.
I don't think the Zirax empire threatened to leave the game if players were allowed to warp with shields on to be protected upon arrival. Since it's obviously "cheesy" to trap players like that, the "complaint" must have come from "human" origin. The complaint has found a good ear and the developers modified the controls even if obviously no one complained about this on the forums, especially not in singleplayer. I might be wrong and missed that post though. Workshop builders are like other players, and wait for "real" problems to be fixed. Sometimes we can see an outburst from players tired of seeing such apparently minor issues addressed immediately, while things like the " very small reticle " problem goes unadressed while abundantly mentioned on the forum. This is all, of course, pure speculation.
Probably a better solution for warp-in trap cheese is to drop inbound ships a short distance away if they would have appeared within three kilometers of an existing structure. Ideally the same thing could be done when entering a space playfield from planet playfield to prevent OPV ganking, but there simply may not be enough room.
It's not a problem if players use modded configs to be able to sustain combat long enough to escape safely or defeat attackers. It's not like the "game" could lack resources against properly equipped players : reinforcements can be called, and if not then it's just too bad for the unlucky NPC vessel. The game is made for players to have fun, not to "protect the NPCs" or their "structures". As such players should not be ashamed to mod their game like they want, and if I had encountered similar situation I would have made sure I would not fall in the same trap twice or I would be prepared to face it adequately. But if the "fix" came because of a PvP problem, then it's a completely different story...
That is a common issue in many modern games. Developers take their product as a hobby, not work. So, they prefer their vision over needs of the community. I have seen this behavior so many times, and pitifully it is a hard hit to the expansion of the game.
I guess this also applies to BAs now? I hope not! Normally when I turn off a BA's shield to use the teleporter, I press X and then quickly press F to activate the teleporter before the shield is charged, meaning the shield is back on after I teleport away. This way the shield is always on and I don't have to check shields every time I arrive at a base. Because we still don't have any sort of repair-to-template function for BAs, it is vitally important for me that BA shields is on at all times, and all BAs are built out of the strongest materials. There's nothing more tedious in Empyrion than repairing a badly damaged BA by hand. Even my smallest defense bunkers are shielded and built out of combat steel.