Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)
Thing is, shield locking - especially on small, nimble ships - is even trickier. I've tried it, and it felt like a complete mess.
The game was completed 8 years ago and we get a free expansion every year.
Arranging holidays in an embrace with the Starsector is priceless.
how about making the AI control the shield instead? I find that as a player, I simply cannot compete with an AI in that department
the AI can micro it so well the effect is unreplicateable by a human
Quote from: DatonKallandor on October 06, 2013, 11:13:19 AMthe AI can micro it so well the effect is unreplicateable by a human That's not really the case, though. You can set a target, put your main guns on autofire and turn the shields manually. From the outside that's virtually indistinguishable from what the AI does - I suspect it might actually do just that.
That only works if you have another weapon group to switch to, as weapons on autofire will not autofire when you have that group selected..
While the strafe-and-turn shields at the same time behavior is suspect too (and I'm guessing that's what you're referring to) I'm actually talking about the shield-toggling the AI does. Absorbing individual shots and letting others pass to not overload when they really should be to a degree that simply breaks several weapon types. Something a human can't do but even green-crewed AI ships can.
That just shows that there's a significant flaw in the shield mechanics - if the AI can micro it so well the effect is unreplicateable by a human there's something wrong mechanically.Add a duration to dropping shields that's equal to the time it took to raise them would solve it - stopping them AI from getting twice as much out of shields than a human ever could and make sabots (and similar low fire rate Kinetic weapons) not crappy against AI ships as a bonus.