Shields ...
So what's with a shield, anyways?
Yea, at first you think that a shield is something that you use to block incoming attacks. Fine.
But then ...
- You protect yourself from floor spikes
- If you're put on fire, it keeps you from taking damage from the heat
- 360 degree coverage
- Tree-sized constructs with a thwack that looks to be more power than your arm strength can deflect is tossed aside like nothing. Doesn't even break the proto shield.
Lets face it, these are portable, arm-mounted force field generators. And fire retardants.
...
So why can't you turn them on when you pick up a key?
Because you use both arms to pick up the key so you don't have an arm free to pick up your shield. No picking up shield, no force-field. No force-field, no shielding.
And for the over-obvious game-play answer, picking up a key places you in a higher state of vulnerability. It slows you down aswell if I am correct. Running around with a key is running around with something highly valuable for that level, so why should you be able to still act normal with something like that?
DUDE
Stop complaining!
Its just a game
A shield is a shield, who cares
It does its job
And shield during key pick up?
no, overpowered, underthought
first, kymroi, i don't think he suggested shield while piccking up a key. He said exactly that the key let you vulnerable (and could draw a target on your head, as a manner of speaking....translating: in a group, who is carrying the key will be the main target of the monsters. At least the more inteligent ones).
Them, to explain their fire protecting properties: if you consider that our knights don't breath, then, the shield also function as a cup around a candle, extnguishing the fire when the oxigen is over.
About spikes: yes, you can walk over then while shielding, but this is useless anyway. You will most probably get your shield broken if you try to pass a floor of spikes with it.
> yes, you can walk over then while shielding, but this is useless anyway. You will most probably get your shield broken if you try to pass a floor of spikes with it.
A jelly shield at heat level 2 (I think it was 2; I know for certain at 3) will survive spikes.
Even a proto shield will reduce the amount of damage you take if you are stuck on a large set of spikes; you'll get one hit from the spikes with a proto sheild, versus several without it.
(Yes, I tested these :-).

You can't attack when you're holding a key anyway, so why should you shield when you're holding the key?
This only encourages more party play. The person holding the key will be protected by their partners (for the most part) and their partners don't have to worry about attacking monsters before backtracking to get the key.
And if you're a hardcore gamer, the time it takes to put down a key can cost you damage that you could have prevented if you went with a group.
- Lets face it, these are portable, arm-mounted force field generators.
- - BehindCurtai
Er, well, yeah. When was this ever in question? These guys are from a spaceship that can presumably traverse galaxies. Even their swords have motors and power cells.
The fact that shields, swords, and armor look medieval is sort of a joke on the designer's part.
- So why can't you turn them on when you pick up a key?
- - BehindCurtai
Presumably you've got your hands full at that point, and can't spare what is needed to turn it on. More importantly: it's not important.

Spacefaring knights or not, I'd always imagined that the shield technology had been stolen from the gremlins, and it was this act that rendered them so hostile to the knights.
If you'd like a story-based explanation for the inability to shield a key, I propose the following: the shield strength is inversely proportional to the area it covers. (hence, the half-shields of gremlins are totally invulnerable, whereas the 360 degree shields of knights can eventually be broken) If we posit that the shield must extend to cover the entire knight (and anything they are carrying), then for the ginormous keys favored by the clockworks, the shield would need to expand to nearly double the normal volume, thus rendering it too weak to be of use.
If you'd like to make this relevant to gameplay: I'd be interested in seeing shields with different behavior, like more strength in exchange for reduced coverage. (though since the technology is stolen, you'd still never equal the total invincibility of gremlin shields) In particular, this would be useful at near-core levels, where even a single blow from a fired devilite is enough to shred many popular shield types.
- I'd be interested in seeing shields with different behavior, like more strength in exchange for reduced coverage.
- - pauling
So would I! There's many things about them that could be tweaked:
- Strength (yeah, I know this is how it is already)
- Coverage surface area
- Coverage radius (could be good for pushing enemies at a distance)
- Reflex delay
- Damage on reflex or touch?
Maybe even shields that are very weak but always on? I also like the idea of a shield that is also very weak but has a powerful, instant reflex.
@pauling
Well, you get the proto shield in the start and that exists prior to the crash so that would go against you tech stealing theory. Though those strangers do sell shields I would expect those things are fairly universal.
@Shango
Something like a emergency defensive system that acts like bomb?
Why not! I didn't even think of that, a damaging reflex.
Gonna add that to the list on my last post.
Meh.
Let's just say that they are only operitable when at least arm is free and wither or not if they are fire retardant won't matter if they are force/energy field.
In a related note I think those are more like sonic barrier/dispersion.