Update:Ultimately:
1. There are some issues with them.
2. But people really love them despite that.
3. A better solution is not readily at hand.
4. The game would be poorer, for a lot of people, without them.
QED, they stay for now and can be revisited in some other manner in the future. This thread shows both how much room there is for innovation in this area, as well as how much work and prototyping there would be to actually get to something that works at least as well as the current setup. Trying to do that while also implementing the game as a whole... not good for time or budget.
Original:Oh forcefields, how do I hate thee... but all my plans for how to deal with replacing them were based on space platforms. And I don't want to reopen that can of worms.
Here are the problems I have with them:
The Mild* They have traditionally been a CPU hog, but the spatial partitioning AND the squads help solve that. Still, though.
* Visually they can be a mess, because you have to be able to see the forcefield and if there are a lot of stacked forcefields you still have to be able to see the ships under them.
The Moderate* Players are using these to do things like block wormholes, which is pretty annoying since that's a cheap way to get around using tractor beams.
* Players HAVE to use stacks of these to protect their home stations... but even then, their home stations can go down in a jiffy.
The Very Annoying* Trying to fit a bunch of ships under a forcefield is an exercise in frustration. Please, fit this stack of circles inside this larger circle.
* The AI isn't very good at it, either, and we can't expend too much CPU on it because that would bog things down.
* There becomes an arms race between AI ships that need to be able to chew through forcefield abuse on the part of players (let's put ALL my forcefields right here!), and between forcefield effectiveness.
Area-Based Protection Stinks* In general, trying to fit ships into a certain area is problematic, as noted above.
* But increase the area, and you just increase the number of ships players try to cram in there.
* At the same time, players stacking forcefields with one another is a huge issue, too.
* I don't like arms races, because either people on the extreme ends are "getting away with stuff" and complaining about that, or people in the middle are finding it too hard to use things or out of balance.
Candy Tech: Personal FFsFrom this section, newly added:
https://docs.google.com/document/d/1IdzU90psGas_3UFe23BLvsGQ8fclec49NmnbHfwkZ8w/edit#heading=h.9s53ob5ar9w1Another example of what should become a candy tech are personal forcefields: this was previously handled with shield bearers, kinda-sorta. But basically, rather than having the ability to “snap ships to other ships,” which was a great idea by chemical_art previously, simply having personal forcefields as an upgrade for ships in the candy tech area would be good. Basically the ships in the squad take no damage until the forcefield provider is down, unless something can shoot through said forcefield, etc. These would protect nothing beyond the squad itself.
This I really like!
But Beyond That...All of those things like munitions boosters and forcefields and so on that are adjacency-based can be just such an irritating amount of micro to try and set up, because things are not organized around spatial relationships in that way.
Frankly I would rather handle that sort of thing either as one-time decisions (tech upgrades), or as some sort of local-area or planet-wide setting that I can manage. Aka, maybe I'm paying a bunch of energy on a planet from some sort of giant machine, but all damage dealt to any of my ships is decreased by 50%, and the damage that was prevented goes to this machine instead. So kind of a half-effective but much-more-widespread forcefield.
It gets away from the two issues of both pure protection and then the need to counter with things that can slip past that (raid starships suddenly ending your game), and the need for fiddly bits of local-area boosters. Planets themselves are small enough battlefields that doing things planet-wide seems okay to me.
I don't want to stop anyone's method of play, but I do want to make things efficient, clear, and less micro-prone.