@WhyteDragon:
Tell me which is easier to communicate to a new player:
"There are shield types that reduce incoming damage from specific weapon types, ie, lasers, kinetics, etc."
-or-
Explaining 4 different shield types that have 3 effects each. A couple of paragraphs; something around the length of the Original Post. Sure, they can read tooltips in the upgrades console if they have time, and they can see visual changes, but even then it's still a lot to take in and remember.
But, as I said before, if the mechanics are kept simple -- like say, 3 shield types with 1 mechanic each, then both are easy for new players to pick up. And in that case, I would be all for mechanics rather than just numbers. It just worried me that this would be something around the complexity level of what Dreadnought suggested (but obviously not silly mechanics).
And one seemingly contradiction I'm confused on:
WhyteDragon wrote:... I also kind of agree with everyone else that perhaps Science may be a better place for it if we do aim for it. And there's a couple of reasons for this;
1) Lack of science console relevance in combat. This would ameliorate that issue.
...
4) This would create interactivity between consoles.
...but then you said:
WhyteDragon wrote:Honestly, not 100% sure on how to handle switching. However, I'm fairly certain I don't like the idea of switching through upgrading. And there are a few reasons for that;
1) Another console that then effectively needs to be manned in combat. This sounds frustrating.
Wouldn't putting it on Science also mean another console that needs to be manned in combat? And if you want interactivity between consoles, wouldn't putting it on upgrades also work? I think maybe what you're saying is having required parts of the shield mechanic being on upgrades, science, and power is bad? Just 2 would be better?
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@Dreadnought:
Dreadnought wrote:Each shield is a one time purchase, you can purchase multiple or all the shields. At SCIENCE console you can switch between any shield
Not a bad approach. I think I like it better than my approach for reasons WhyteDragon has already said.
Dreadnought wrote:once you switch to a new shield, the global cooldown for all shields starts for 15 seconds.
That's a very short commitment. I was thinking something along the lines of 2-5 minutes. That way the opposing team would have time to alter their strategy, perhaps even make some purchases to counter.
Dreadnought wrote:Its scoutable in the fact if you hit the enemy shield it will show the color of the shield, so a wraith can nail it and take down the color it displays
And what's the point of scouting if they can switch shields in 15 seconds?...and even less if the cooldown has already been underway for a few seconds...
I suppose you're thinking the resource cost would be high, which in that case, they likely have just 1 shield and this would make sense. (Late game maybe 2, but both would likely be scouted)
Dreadnought wrote:and like all current shield ideas its not ass effective when its below 50%
I actually laughed at the typo...At this point I might as well forget about ever maturing...it doesn't look like it's gonna happen.