Something like this?
I like the idea.
I don’t feel like a “shattering” field effect has very much believably. A narrow, clear wave emitting from the impact point would be more my preference. Imagine the initial wave on from drop of a water on a clear lake, but if there was a much higher damping factor and there was no rebound or follow up waves.
I’m curious to know what is possible with the effects in the engine. Will we see location-based animations?
Ignoring the dated Star Trek example, there is the option of having a radiating effect at the point of impact… as if the shield is concentrating or “pinching” the energy toward that point to absorb it. Almost like a reverse ripple so that it looks like the shield is actively defending the ship.
I dont realy care about the look of the shield effect as long as the shield speed up the atmospheric flight.
It already does.
Wow, great to hear! Now i cant wait to try it…
I also went online looking for images of glass cracking. Your chosen example is a bit busier than I had in mind. It’s supposed to be suggestive of something of higher technology, so glowy, jagged lines that radiate from the point of impact.
Not that it matters. INS has their own plan and that’s what we’ll get.
@karacho No I don’t think you understood me. The shield affecting atmospheric flight / max speed has been implemented for a while - in fact since the last big patch in october IIRC. You guys probably never noticed cause you never tried to fly with shields off, so the “standard” behavior with shields on is the one you’re already used to. If you tried flying with shields off, you wouldn’t be able to reach the same speeds.
So the effect is already in, thats great!
We just may have to discuss the variables 
edit: is it possible to turn shields off in the actual version? Ill try.
can ships somehow go through shields (e.g.: an interceptor going through the shield of a destroyer) or do the shields block everything? It would seem necessary for the carrier to have permeable shields or turn its shields off occasionally.
That’s harder to do than it sounds.
When shields drop it usually takes less than 10 seconds for the ship to explode or to recharge somewhat of a shield. We didn’t really have a reason to drop each others shields and not finish the job.
With the exception of the Interceptor, terminal velocity on a selection of ships I tested have always been above max air speed before damage. With or without shields. The Interceptor does indeed show an increase of resistance when the shields drop. Interestingly, terminal velocity of the Interceptor without overcharging engines is exactly max air speed before damage when flying forward.
Max air speed before damage didn’t change with or without shield.
These shields are nice…
Or ships on the same team have shields at the same ‘frequency’ (or whatever) which means they can pass through eachother, but they are still impervious to the enemy.
This would facilitate additional gameplay like there could be some way of obtaining the enemy shield frequency, eg. Staying super close to a capital for a period of time to scan the shield fluctuations. This would be difficult as you’d be a prime target, but if successful you’d be able to pass through enemy shields for some time, eg 30 seconds, until they changed the frequency, and inflict a load of damage.
Edit: This would also mean a friendly ship couldn’t dock if it’s shields were down. In such emergencies maybe it would be necessary for the carrier to momentarily drop its shields, adding to the peril and drama of the situation!
I can’t wait to be in the game!!
Good work guys!!
That’s a great idea. You might also expand the idea to increasing shield bubble volume so that you could safely harbor more friendly small ships, or increase it suddenly to sabotage a strafing wing of interceptors. Maybe expanding the shield would create an active energy drain rate.
However, I don’t see the merit in small ships having expandable shields. They should have small bubbles for aerodynamic profiling or just hull tapering shields.