Matruchus -- I think, based on the way that things are shaping up in the new builds, that you'll be doing far less with shields, but instead using cloaking (which works quite differently from the first game). It's more dynamic, in that you can fire from a cloaked position, but your "cloaking health" goes down based on enemy planet tachyon and/or your firing. Since, as a turtle, most of the time there won't be enemy tachyon at all, it's all about how you're choosing to fire.
Basically setting up shop with a bunch of cloaked turrets in an array, which fire with impunity for a bit, then pop into visibility and keep firing, should give you a pretty solid maginot line.
To be honest, though, during the beta in particular (and sooner if you care to give thoughts, but honestly waiting a few weeks is fine) I would
really like your feedback. This is a very different game, because it's built from different premises in terms of how things work. Like cloaking, etc. A lot of these things were basically "the things we wanted to do in Classic, but couldn't due to design inertia, CPU load, or whatever the heck." Cumulatively, that makes for a pretty different experience in the moment-to-moment, but we're aiming for this to feel like the natural evolution of the older concepts in a grand sense.
Basically, the old one was clunky and fiddly in a variety of places, and we're trying to avoid that while giving you the same breadth of gameplay options, styles, and freedom. If we've streamlined something out that then causes a playstyle to be less valid or no longer fun... well, then we need to look at what we can do to rectify the situation. In most cases that won't mean "just do it like Classic did," because that typically comes with unwanted baggage. But instead we want to really think about the core of what you're after, and look at how to deliver that same feeling even if the mechanics are a little different.
Personally, I find the mental image of a giant death array of turrets that are cloaked, probably with minefields in front of them, to be a lot more thematically threatening than just bubbles upon bubbles of forcefields. Not that this is all about thematic feel or something, that's not what I meant. But if the mechanics are equivalent-ish... well, you know, in every Mario Kart game I've noticed they adjust the timing just slightly for the controls, so you have the fun of learning it again. Not that we're trying to do that, either; it's not change for the sake of it.
I'm probably making my case pretty poorly.
But basically, AI War Classic was built up in a very ad-hoc manner. I built things based on Supreme Commander, and then felt around for what would be fun. I found some things that worked, others that didn't, and gradually pared and pruned and added and pruned again. Past a certain point, that was 1.0. Then there was a huge flurry of revisions, and a ton of additions, and we had 2.0. That was the first "real" version of the game, for a lot of people. Then we just kept slapping things on, building in a really exploratory way on an ad-hoc foundation.
This time around, we have 6 years of developing the first game under our belt, and 10 years of thinking about it under our belt, and so we set out with intention on each part of the whole. Not all of those pieces have worked out, which is not unexpected, and we're going through some major revisions right now in a number of areas to make it more streamlined while also feeling more like Classic. But the foundation this time is a lot better, and more cohesive and thought-out. On the gameplay design side, that's entirely thanks to Keith. The rest of us have helped him refine it, but he basically found the Minimum Central Feature Set, if that makes sense, and we've been trying to build around that rather than just having infinite tiny variations like in Classic. There were so many similar little bonus ships throughout all the expansions in Classic. And both cloaking and shields were pretty frustrating, and in some ways tacked-on (because both were "late" additions in the pre-1.0 Classic game). Here the cloaking mechanics are a lot more central and well-designed, and so are the tractor mechanics, and it was my surprise that this works out super well (on paper) for the sort of scenarios you're talking about.
If, in practice, that isn't true, then we'd like to find out during beta and find a way to make you happy. I don't want it to be "just add the fiddly thing back," but I do want to talk to you and find out what's not feeling right and brainstorm ways to solve it, whether that's a revision to a mechanic, or a new unit, or who knows. I know a lot of people like the style of game you describe, though, and I'm halfway in that camp, too (I turtle, but not to quite that extreme).
If that makes sense? I really hope you'll be a voice during the early part of beta in two to three weeks, so that we're sure not to leave you and people like you behind by accident. I'm confident that we can come up with something that works, so long as we have feedback from people with that playstyle. We can only design but so far when it gets to playstyles that are wildly divergent from our own.
Wow long post.
But I just want to make sure that you don't get the idea that we don't care, or are just going to dismiss you out of hand or something. Hopefully you can also give the new mechanics a fair shake, and if it doesn't feel right, well, it doesn't feel right, and we'll have to look at things together.