

General nerf to normal shields, with introduction of stronger but more limited directional shields

#Starsector ships dps guide manual#
Shields can easily be made, with few drawbacks, to take that amount of damage for such a ridiculously long length of time, undermining the necessity of all combat principles beyond "shoot gun at enemy ".ĭiminishing returns based on an upper threshold of shield strength, depending on ship volumeĮnergy production/consumption being affected by damage taken to shields (Active, manual shield raising/lowering) In turn, combat revolves entirely around being able to take enough damage for long enough to do enough damage to the enemy's shields, before they can do that to you. Therefore, shields do not present themselves as a choice with drawbacks, but as a necessity you must account for to survive in combat. Shields are currently the best and main method of protecting your ship, outweighing other factors such as speed, maneuverability, armour, hull strength and pilot skill. Shields work against dynamic, opportunistic combat, This means a ship's shields will rarely be as strong as or stronger than its hull, and reduce the degree to which a shielded ship is more powerful than an unshielded one. To address this, I'd recommend making shields begin to plateau in effectiveness beyond say 50% of a ship's hull strength, as well as possibly being less powerful the higher the ship's volume. Many AI ship battles involving shields I've seen have dragged on well into the territory of an hour, and it seems they're generally much too powerful to be overcome by a single ship's firepower. Right now, they serve as health your ship will always have, so long as the shield generators stay intact and are given time to recover between each battle. I find shields to be the biggest thing undermining the game.
