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. I'm reading through that now to make sure this hasn't been posted there. If it has already been suggested, my apologies. [/edit] I've been following Planetary Annihilation for quite a while now, and as a generally defensive, expand in layers type of player I was a little disappointed when I first found out that shields are being shelved for the time being. However, I've also noticed that Uberent is very responsive to the community and is open to what people have to say, which gave me hope that if a good balance could be struck then shields would be more likely to eventually show up. With that in mind, I started brainstorming about what we could utilize that has the essence of the classic shield concept without the common drawbacks -- such as encouraging extreme turtling as a viable play strategy. In my experience, this turtling is a side effect of having the usual perfect-until-failure domed shield design, which quickly can transform mildly threatening defensive lines into impregnable fortresses. The implication here is that this shield concept must allow for some kind of alternative failure strategy, such as a graceful decline (ie, can stop 1 unit, can stop 2, sort of handles 3, 4 starts doing some damage, and so on). We also want to avoid having underpowerful shield systems that shut off practically any time anyone sneezes nearby -- why even call it a shield in that case? So, the essentials: Must fail gracefully Capable of being overwhelmed by appropriate level forces (not overly powerful) Still worth using I have attached what I believe is a reasonable initial concept that satisfies these requirements. The idea is to have point defenses, like laser defense towers, that are capable of intercepting incoming enemy fire. In the diagram attached, the shield is capable of defending against lines of fire that cross into the green dashed circle. Each of the red dots is an enemy, all of which are firing simultaneously in this example. Three of the shots here are intercepted, while the fourth is missed due to the system being overwhelmed. This weapon discharge will still continue on with the potential to strike something on the other side of the shield. This system would still provide protection for your defenses and resources against incoming fire, but the defense afforded is able to be overwhelmed without using an annoying mechanism like a damage shutoff value. To me, there is an additional cool feature about this design: this is actually a very sensible analog to the traditional point defense concept. Point defenses generally target incoming enemies and neutralize them by killing them. This concept instead neutralizes enemies by destroying/dissipating the incoming barrage itself, in a way re-applying the anti-nuke concept in place as the general shield concept. Hopefully this sparks a discussion! Also hello, this is my first post here, and I'm very excited about PA!