EDIT - Hey, what happened to -nobeampierce?
It breaks game balance. We meant to remove it as a user option a while ago but just never got around to it.
Hmmph. Anyway to make it so it doesn't affect game balance, but can still be used? ie, make a special rule so that a beam will treat a fighter with shields as having the same hitpoints and overall damage ratio as just plain hull? (The normal value for the hull is decreased, and the shield takes its place, or something to that effect.) That way, if a beam nicks the edge of your shield, you still have some subsystems left and can transfer power back to that shield quadrant, but if you're hit dead-on, you're swatted like a fly, just like when the beams are set for piercing shields? Or would that not be worth it, coding-wise?
I dunno. I see and agree with your point on game balance, but at the same time, I wish there was a way to make the shields actually work against beams, but only if you are lucky enough to have the beam right next to you instead of on you. eg, I mean the beam can sort of burn the shields off of your side, and because the shields are there, you've still got a fraction of your subsystems on that side and your hull integrity is decimated too. Probably a nightmare for a coder, but if its not, could we give it a try?