Ah right, I do like this as well. Perhaps I let myself get a bit carried away :) I have often wanted to see a game that allowed for structure to...
Right, exactly. The way I see this happening with artillery is that the shield range should be low enough that the shield is going to take some AOE...
It needn't be a hard 1:1 counter system. It could be that each unit has attributes that it is good against, and thus for each unit in the game,...
One could, quite literally, belittle every strategy this way. "So what, you need 8 Bombers to blow up X instead of 2. Big deal." The point is, the...
If you don't build the right mix of units, then how can the auto-magic super-unit destruction happen? There's still ample strategy here -- in...
Unless this complexity were managed through a weapon priority lookup table or something. That is each unit contains some entry in a database that...
This is similar to the solution that I had in mind. Since such a system must be capable of detecting incoming projectiles, it would be understandable...
Effectively, yes. But it doesn't have to be limited to ballistics. Such a system could be used to distrupt laser fire as well. Yes, exactly. This...
Let me quickly say that I somehow, by some vast universal conspiracy, did not see the 8 page long thread about shields at the very top of the forums....
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