I know the devs had stated that shields won't be in the game but I want to know whether the community would like to see This should probably be hosted during the Alpha but you can change your vote if you want. If you don't care, don't vote please.
The Community is not qualified as a gestalt entity to make gameplay altering decisions of this magnitude.
We're not changing anything. Uber still gets the final say. This is an opinion poll. It's not anything that will make a change unless Uber wants it.
I hope to Science that Uber doesn't allow this to get as blown out of proportion as the Mega-Bot thread. :? Design by committee is poison to a game like this.
Nope, not having them makes battles more intense and dynamic. Having the ability to build 5 power generators and stack 20 shields over your base is not very fun to play against or to watch. Game should be quick with a lot of destruction going on both sides and game changing decisions every second. Then gloriousness happens and everyone chants the names of Uber devs while marching into the sunset.
Having them takes away a lot of the micro needed for game play by not having to repeatedly check your bases and order engineers to fix damage by one unit attacks. Anyway, you can just nuke a turtle with an asteroid.
Quick games are indicative of one sided games, I hate one sided games, I like to be able to take a beating and still have a chance to come back, if I wanted one sided games I'd play Starcraft where if you lose badly in a single battle then you might as well quit because there's no way to come back from behind (unless the other player is several leagues worse than you). The reason I liked TA and SupCom is that it was rare for a single battle to determine your fate, if you were smart you could turtle up a bit and make a come back, it made the games go much longer (30-60min for SupCom vs 15-25min for Starcraft) but it also made them a lot more interesting because it wasn't as clear who would win untill the last few min. As far as shields go I'm a big fan, they give you extra protection against surprises but are weak enough that a strong strike can still get through, however for PA I'm not really bothered whether or not it has them, not having them can be balanced out by reducing damage and increasing HP, it's not quite the same but it will still be perfectly playable so as with most things I'm happy to just go along with whatever Uber decide on the subject.
Shields are a flat damage reducer in the long term. Flat damage reduction gets absurdly good as it approaches and exceeds incoming damage. Universal damage blocking isn't really needed for most of the game. Damage mitigation can be typically be handled by an appropriate anti-X device and good repair patrols. Both options provide much tighter controls on what types of damage they block, and how much they can handle. For everything else, the best damage prevention is to shoot it until it dies.
i personally liked the supcom/fa shields, they allowed for strong fortifications that dont get damaged by an stray artillery shell and made fun for the attacker of such fortifications (me) to find the weak point in the shield coverage. it makes also much fun to find the weak point to blast some tacnukes with my bombers into that weak spot
though I feel like Shields were a major part in SupCom FA, I think PA would be better off without. What I think could balance this and make defensive structures still useful is high hitpoints for those and great range. But still you cannot protect everything, it will take damage and fragile structures can still be taken out!
NO NO NO. Shields are horrible turtle-enabling things. Nobody likes a turtle-enabler. Prone to miss use too, like building lines of them in SupCom 2 so your units get nearer to their bases with arty. Damn that's a bad game. I've no idea why I play it still.