only issue i have with the scanning is with the last on in an explore map where the window pops open, else im set, and unless your in combate you should not need to use it anyways zero. what keys are you set on for it? as esc is the only key that should minimise text or F (interact).
If you allow an auto-balanced shield ability, than you will make it far more difficult to damage anything with the way shield resists are applied.
For example, a 10,000 damage Beam overload smacking into a shield facing with 1 point left with 75% shield resist
For the bleedthrough:
10% bleedthrough is subtracted from the hit:
10,000 * 0.1 = 1,000 Bleedthrough damage
9,000 points of damage left for the next stage
NOTE: Resiliant shields discard 50% of bleedthrough, basically:
1,000 * 0.5 = 500 (Resiliant only)
For the Shield Hit at 75% resistance:
1.0 (100%) - 0.75 (75%) = 0.25 (25%) damage left after resistance.
9,000 * 0.25 = 2,250 points of damage to the shields.
2,250 - 1 points of shield facing = 2,249 damage and no more shield facing.
CURRENTLY that 2,249 is left untouched. If it were restored to pre-resistance values:
2,249/0.25 = 8,996 (Not currently done in game)
And the Hull Hit:
1,000 (Bleedthrough) + 2,249 (Post-Shields) = 3,249
32.49% of the original hit, a reduction of 67.51%
500 (Bleedthrough) + 2,249 (Post-Shields) = 2,749 (Resiliant Only)
27.49% of the original hit, a reduction of 72.51%
So yea, having an ability that auto-spams the redistribute shield that would take at least 50% attacks and negate it off the hull sounds like a swell plan.
Lets just have the computer do everything, auto pilot too.
WE can just watch STO.
Yup, because spamming a button to tell your shields to balance all the time is hard. It adds skill to the game.
Oh, wait, it doesn't. Especially since people just macro it or bind it to something they hit all the time anyway.
Making a decision which way to balance shields should be important, not spamming a button. Mind you, right now, there isn't much difference between telling it to focus right instead of balancing, but that's another matter.
Actually, I don't mind the redistribute shields as a game mechanic. It doesn't strike me as any more unrealistic then anything else in Trek. Actually, from a real-world perspective, it'd be much easier from an engineering standpoint to apply power equally to all shield facings then to select which particular one to reinforce while drawing equal power away from the others.