Wow, a lot of opinions on this, and good ones on both sides! Allow me to put a tester\'s viewpoint on this, and maybe some of the other testers will also share their opinions...
I am in favor of the recent shield nerf. In fact, I\'m probably one of the people Schema\'s feedback was based around when he was doing the nerf.
The reason the old system was BS is due to two unintended effects of shield mechanics.
Firstly, and most importantly, they created an invincibility thresh-hold, a type of \'you must be this tall to enter this ride\' sign in front of an enemy ship based on size and effectiveness. If the total maintainable firepower of one side does not at least equal the shield regen of the other, then they might as well commit suicide, no matter how well they play, how individually skilled they are, or how tactically superior their attacks are.
Secondly, the balance of shields was very highly assymetrical. A giant could ignore a fighter shooting at it, but another giant could volley through it\'s shields in less than a second and melt through it\'s subsystems just as fast. Shields served absolutely no purpose against other capital ships, the ONLY thing they acomplished was to create an unavoidable statistical superiority complex among larger ships that demeans a player\'s skill or choices in design by reinforcing the logic of an unbalanced RPG; the bigger sword always wins.
This new shield system takes care of both of these problems to a degree. Lowered regen and the regen delay combined completely remove invincibility thresh-holds, thus opening up the game for medium and smaller ships to roam the stars which in turn create opportunities for them to have their own roles more developed. That\'s a huge plus, as who doesn\'t like zipping across a battlefield in a nimble fighter, hunting down bombers or running tactical strikes against vital systems of a capital ship?
With our shield\'s increased capacity (Especially in larger shield arrays where capacity is sorely needed) capital ships still have a long-lasting barrier that a fighter can\'t hope to get through in time for the capital\'s support ships/turrets/missiles/heck-just-use-the-time-to-retreat-or-something-smart to deal with the pesky little one.
Battles between equally powerful capital ships will now last a little longer, which is definitely good, but I still would like to see a higher curve on shield capacity, either that or slightly reduce the cost of shield blocks overall.
In the end, yes, an incy wincy fighter can destroy any ship, but do you really think a capital ship pilot is going to let a fighter attack their expensive, powerful, armed-to-the-teeth juggernaught for an hour without trying to shoot back or calling in support?
I am all for this change. It\'s the beginning of turning Starmade combat from a battle of raw statistical power to a mix of firepower and skill. With both cunning and a well designed ship, you can take on a terribly piloted enemy ship larger than you and live to tell the tale!