The problem was that if your ship was in a nebula and you were using thruster, it would stop your ship from regenerating its energy. Outside of a nebula it was fine. The reason is that originally Freelancer was meant to slow your ship down. They didn't add that feature in the final version of the game, but artifacts of its coding were still in FL, and popped up here.
Once we figure out how to fix this, the feature will likely be reapplied.
I am happy to see this removed. Its core idea is great and I like this cause and effect when cruise comes into play in combat preventing people to cruise unless they really want to escape.
The down fall through my perspective is, when someone cds you out of full cruise. You have no power and you have to wait for the charge to retrun, no chance to defend yourself. I know it will happen, players will take advantage of this state of vulnerabilitye and begin shooting you (pirates or hostiles). If they have pulses, they will just continue to pummel your craft. Forever will you not be able to recharge power.
Example.
System with no lanes
Taking cross country route.
My favorite: In combat: Let opponent who wants to flee get to cruise then hit him with cd and continue to shoot him knowing he has no power to shoot back, poof Blue message.
I just see too many ways for this to be abused in favor of another. It does prevent others from doing the catch up, but its a death sentence for one who want to flee. Bad news for traders and their interactions with others.
Only problem here is with ships engaging in fleet battles (events) and you need to cruise to come to destination problem is there will be 1minute of not shooting to recharge all core.
Wouldn't be just easier to make weapons not able to fire at speeds higher then max thruster? That would stop sniping from cruise+ek...