You stating something repeatedly doesn't make it a "fact".Ranos wrote:Do you ignore the things that you don't like in posts? I have stated that fact in at least two other of my posts.
No. None of this developing shields that counter specific weapons. The only shielding counter to weapons should be that the weapon becomes old and obsolete and can no longer do enough damage to penetrate the newer shields.
Shields should get stronger and be able to take more damage, that is their counter to all weapons.
A bit self-contradictory? Having different weapons have different strengths and weaknesses would be a great way to make different weapons different. Having all shields work the same vs. all weapons seems a big step towards making all weapons the same... (not the only factor, obviously, but a big one)All weapons would be the same. BORING!!
As with facts, you saying it doesn't make it pointless. And clearly it wouldn't be, as people have expressed an interest in a modified rock-paper-scissors (with shields and weapons and other characteristics) system with counters. A well designed system of counters and counter-counters could be very interesting and strategic.Having shields that counter a specific weapon or weapon type is pointless. There are still a dozen other weapon types out there and dozens of individual weapons that fall under those categories. Countering one is pointless.
And it's not as simple as developing a counter to a particular weapon someone is using. If someone is using weapon X, and armour Q is strong against weapon X, they'll likely also develop weapon F which is strong against armour Q. But maybe the ships that use use armour Q can be building cheaply with ships that use weapon D, and weapon D is strong against shield V which can be built cheaply with weapon X. And there's also weapon M which is strong against armour Q but weak against shield V, etc... With a well designed system, you'll have to stagger your ship part choices around the web of strengths and weaknesses in order to "cover" your weaknesses... But a slightly different arrangement of choices might have a slight advantage over another setup, but be weak against another. Alternative, having some of everything gives a fleet without weaknesses, but then the fleet is technologically behind the other groups that focus on a smaller set of part types...
Just having newer parts have a higher constant part of their stength, so the lower tech stuff can't do any damage is what would be boring for me.