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{{Infobox commlink
|title = Shields and Management
|image = Comm-Link-design-Shield-Hornet.png
|url = https://robertsspaceindustries.com/comm-link/transmission/14489-Design-Shields-Management
|type = Transmission
|publicationdate = 2015-02-07
|series = Design
}}
== Greetings Citizens, ==
[[Shield generator|Shields]] are an iconic part of science fiction drama – if there’s a [[Ships|spaceship]] involved, chances are that shields are involved. Whether someone is redirecting power to the forward shield or reporting to their commanding officer that shields are seconds away from failing, their existence has become an unquestioned piece of standard equipment in future worlds.
In space game design, shields serve another purpose. In their earliest iterations, like the [[Wing Commander I|original Wing Commander]], shields were a way to alter gameplay significantly from traditional air combat encounters. Players could engage the enemy safe in the knowledge that there was a regenerative buffer should they suffer damage… meaning that head on attacks and other maneuvers were suddenly more of a viable option.
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