Hi Thorsten and team, First of all, thank you for the work you’re putting into the upcoming Engineering gameplay. Many of us are excited to finally get our hands on it. After testing some of the recent shield-related changes, however, I wanted to ask for clarification on one particular design choice. From what I understand, even if a ship is equipped with more than two shield generators, only two can be active at the same time. For example, the Zeus ES has four shield generators on paper, yet only two can operate simultaneously. The role of shields, as we know, is to protect the ship’s armor. In my tests, once the active shields drop, armor begins taking damage, and once armor is gone, components start getting hit very quickly. Components become extremely fragile without armor, especially on a ship of the Zeus’ size. What I’ve observed is that when one of the two active shields is destroyed, a third one boots up automatically. In theory, this should restore some shield coverage. But in practice, if the ship is still under fire, that newly-activated generator has no chance to recharge anything before being destroyed itself, just like any other exposed component. Even if the numerical values were adjusted to increase shield or armor durability, I’m struggling to understand how a system where backup shields only activate upon total destruction of another can function meaningfully in combat. Could you shed some light on the intention behind this mechanic? What is the long-term design goal of limiting active shields to two, even on ships equipped with more? More specifically, how is the Zeus ES expected to be more resilient than its smaller sibling, the CL, if its additional shield generators are only “reserve units” that activate too late to have an impact? Thanks in advance for any clarification you can provide.