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My preferred way would be to have the SCB require some SYS charge, then empty the SYS bar, and refill your shields as much as that amount of SYS energy would have regenned the shields with normal regeneration. You gain a short term shield boost, but now you SYS bar is empty, which not only prevents further SCB use, but also stops the slow regeneration until there's power in the capacitor again.
It would also lead to considerations like: My SYS bar is at 50%, so I'll just gain a small shield boost from using an SCB, but maybe I still want to use it, because otherwise my shields might break because of energy fire? Or they might not, and I'm better off charging up the capacitor for a short time and then fire off the SCB?
That's actually a
really graceful mechanic.
With that in play, the shield energy comes wholly from SYS, as it always does... but it's dumped from the SYS capacitor into the shields in a massively accelerated manner.
Energy distribution choices are then as crucial as they were in the early betas.
I say "early" betas, because I'm remembering the boost+FAoff "bleed-off" phase. For those not around then, there were some beta versions whereby boosting then switching to "FA Off" allowed you to cruise at maximum boost speed indefinitely, irrespective of ENG energy. It has an interesting parallel to one aspect of today's Shield Cells:
Old Beta "Boost+FAoff" Mechanic : Allowed you to utilise maximum speed with 0 pips to ENG. 6 pips able to be allocated to WEP/SYS (offensive/defensive).
Current Shield Cell Mechanic : Allows you to utilise maximum shields with 0 pips to SYS. 6 pips able to be allocated to ENG/WEP (offensive/manoeuvrability).
The idea of a magic shield button
not being magic at all... but just DUMPING all SYS into shields... that's really tidy.